Refactor code from getting input from keyboard to get input from UI Buttons

I have created a working prototype of my game with input from 4 different keys (A,K,Z,M) on the keyboard but now I want to refactor the code to work with the 4 ui buttons for android. For example, I want to replace Input.GetKey(KeyCode.A) with the Top Left ui button. One other case is that in some instances a set of instructions would carry out if two buttons are pressed at the same time for example:

if (Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.K))

{

FatherGameObject.transform.Translate(0, 0.5f * Time.deltaTime, 0, Space.World);

}

Full Code:

if (Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.K))
        {
            FatherGameObject.transform.Translate(0, 0.5f * Time.deltaTime, 0, Space.World);
        }
        else if (Input.GetKey(KeyCode.A) && (RightPivot.transform.rotation.z > -0.10f))
	    {
	        ...
        }
        else if (Input.GetKey(KeyCode.K) && (LeftPivotGameObject.transform.rotation.z < 0.10f)) 
	    {
	        ...
	    }
        

	    if (Input.GetKey(KeyCode.Z) && Input.GetKey(KeyCode.M))
	    {
	        FatherGameObject.transform.Translate(0, -0.5f * Time.deltaTime, 0, Space.World);
	    }
        else if (Input.GetKey(KeyCode.M) && (LeftPivotGameObject.transform.rotation.z > -0.10f))
	    {
	        ...
        }
	    else if (Input.GetKey(KeyCode.Z) && (RightPivot.transform.rotation.z < 0.10f)) 
	    {
	        ...
        }

Found the answer myself. Solution to this is creating two event triggers on each button; one PointerDown and one PointerUp.

public bool upLeftBool;
public bool upRightBool;

void FixedUpdate () {

        if (upLeftBool && upRightBool)
        {
            FatherGameObject.transform.Translate(0, 0.5f * Time.deltaTime, 0, Space.World);
        }
}

public void onPointerDownUpLeft()
    {
        upLeftBool = true;
    }

    public void onPointerUpUpLeft()
    {
        upLeftBool = false;
    }

    public void onPointerDownUpRight()
    {
        upRightBool = true;
    }

    public void onPointerUpUpRight()
    {
        upRightBool = false;
    }