Keyboard input to iOS touch scripting help

I’m trying to port an older script to work on iOS and I’m hoping someone can help me out. The script below defines keys as number 1-5 and check to see if of those number keys have been hit. I want to change the input from these keys to touches in iOS on a particular object. Not sure how I would go about this. Thanks for the help!!

using UnityEngine;
using System.Collections;

public class KeyboardControl : MonoBehaviour
{

	const int NumStrings = 5;

	//The five button objects in the scene
	protected GameObject[] StringButtons;

	//Stores if the button is held down
	protected bool[] ButtonsPressed;

	//Stores if the button was just pressed in this frame
	protected bool[] ButtonsJustPressed;

	//KeyCodes that control the five string buttons
	protected KeyCode[] StringKeys;

	//Use this for initialization
	void Start()
	{
		ButtonsPressed = new bool[ NumStrings ];
		ButtonsJustPressed = new bool[ NumStrings ];

		for( int i = 0; i < NumStrings; ++i )
		{
			ButtonsPressed[ i ] = false;
			ButtonsJustPressed[ i ] = false;
		}

		UpdateStringKeyArray();
		SaveReferencesToStringButtons();
	}

	protected void UpdateStringKeyArray()
	{
		StringKeys = new KeyCode[ NumStrings ];

		for( int i = 0; i < NumStrings; ++i )
		{
			StringKeys[ i ] = GameObject.Find( "StringButton" + ( i + 1 ) ).GetComponent<StringButton>().Key;
		}
	}

	void SaveReferencesToStringButtons()
	{
		StringButtons = new GameObject[ NumStrings ];

		for( int i = 0; i < NumStrings; ++i )
		{
			StringButtons[ i ] = GameObject.Find( "StringButton" + ( i + 1 ) );
		}
	}

	//Update is called once per frame
	void Update()
	{
		ProcessKeyInput();
	}

	void ProcessKeyInput()
	{
		ResetButtonsJustPressedArray();

		for( int i = 0; i < NumStrings; ++i )
		{
			CheckKeyCode( StringKeys[ i ], i );
		}
	}

	void CheckKeyCode( KeyCode code, int stringIndex )
	{
		if( Input.GetKeyDown( code ) )
		{
			OnStringChange( stringIndex, true );
		}
		if( Input.GetKeyUp( code ) )
		{
			OnStringChange( stringIndex, false );
		}
		if( Input.GetKey( code )  !ButtonsPressed[ stringIndex ] )
		{
			OnStringChange( stringIndex, true );
		}
	}

	protected void ResetButtonsJustPressedArray()
	{
		for( int i = 0; i < NumStrings; ++i )
		{
			ButtonsJustPressed[ i ] = false;
		}
	}

	protected int GetNumButtonsPressed()
	{
		int pressed = 0;

		for( int i = 0; i < NumStrings; ++i )
		{
			if( ButtonsPressed[ i ] )
			{
				pressed++;
			}
		}

		return pressed;
	}

	public GameObject GetStringButton( int index )
	{
		return StringButtons[ index ];
	}

	public bool IsButtonPressed( int index )
	{
		return ButtonsPressed[ index ];
	}

	public bool WasButtonJustPressed( int index )
	{
		return ButtonsJustPressed[ index ];
	}

	void OnStringChange( int stringIndex, bool pressed )
	{
		Vector3 stringButtonPosition = StringButtons[ stringIndex ].transform.Find( "Paddle" ).transform.position;
		
		if( pressed )
		{
			//Only press this if less then two buttons are already pressed
			//The keyboard limits multiple key presses arbitrarily, sometimes its 2, sometimes 3
			//So I locked it to a maximum of two key presses at the same time for consistency
			if( GetNumButtonsPressed() < 2 )
			{
				//Move the paddle upwards
				stringButtonPosition.y = 0.16f;

				//Enable the light
				StringButtons[ stringIndex ].transform.Find( "Light" ).light.enabled = true;

				//Update key state
				ButtonsPressed[ stringIndex ] = true;
				ButtonsJustPressed[ stringIndex ] = true;
			}
		}
		else
		{
			//Move paddle down
			stringButtonPosition.y = -0.06f;

			//Disable light
			StringButtons[ stringIndex ].transform.Find( "Light" ).light.enabled = false;

			//Update key state
			ButtonsPressed[ stringIndex ] = false;
		}

		//Set paddle position
		StringButtons[ stringIndex ].transform.Find( "Paddle" ).transform.position = stringButtonPosition;
	}
}

Did you find the solution? i hope yes… I’m still searching the solution… cheers