RTS character controller

public TaskList task;
public NodeManager.ResourceTypes heldResourceType;
public ResourceManager RM;
public bool isGathering;
public int heldResource;
public int maxHeldResource;
public GameObject drops;
private ActionList AL;
private Animator mAnimator;
private bool mRunning = false;
private NavMeshAgent mNaveMeshAgent;
GameObject targetNode;

void Start()
{
    mAnimator = GetComponent<Animator>();
    mNaveMeshAgent = GetComponent<NavMeshAgent>();
    StartCoroutine(GatherTick());
    AL = FindObjectOfType<ActionList>();
}
void Update()
{
    if (targetNode == null)
    {
        if (heldResource != 0)
        {
            drops = GameObject.FindGameObjectsWithTag("Drops");
            mNaveMeshAgent.destination = GetClosestDropOff(drops).transform.position;
            drops = null;
            task = TaskList.Delivering;
        }
        else
        {
            task = TaskList.Idle;
        }
    }
    if (heldResource >= maxHeldResource)
    {
        drops = GameObject.FindGameObjectsWithTag("Drops");
        mNaveMeshAgent.destination = GetClosestDropOff(drops).transform.position;
        drops = null;
        task = TaskList.Delivering;
    }
    if (Input.GetMouseButtonDown(1) && GetComponent<Player>().isSelected)
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit, 100))
        {
            if(hit.collider.tag == "GroundLayer")
            {
                AL.Move(mNaveMeshAgent, hit);
                task = TaskList.Moving;
            }
            else if (hit.collider.tag == "Resource")
            {
                AL.Move(mNaveMeshAgent, hit);
                targetNode = hit.collider.gameObject;
                task = TaskList.Gahtering; 
            }
        }
        if (mNaveMeshAgent.remainingDistance <= mNaveMeshAgent.stoppingDistance)
        {
            mRunning = false;
        }
        else
        {
            mRunning = true;
        }
        mAnimator.SetBool("running", mRunning);
    }
}

Hey guys,
I am trying to create RTS character controller (build, select, gather resources and ability to move unit as well)
Unfortunately character wouldnt move, so it cant really gather or deliver resources. I dont know whether its animator issues or RTS camera, because before my character could move perfectly fine.