simple camera movement keeps following player

So at this point im stumped the camera is only suppose to follow the player if followingplayer is true.
i double checked the entire scenario and made absolute sure followingplayer was turned off and it was most definitely turned off as i could see in the inspector. but for whatever reason it keeps following the player even with followingplayer turned off.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Cammove : MonoBehaviour {

    public GameObject player;
    public float moveSpeed;
    public float distancetotarget;
    public bool canstop;
    public bool followingplayer;
    public float lerpSpeed;


    void Cameracanmove()
    {
        if (followingplayer == false)
        {
            if (Mathf.Abs(transform.localEulerAngles.y - player.GetComponent<Targeting>().playertarget.transform.localEulerAngles.y) > 0.5f)
            {
                transform.LookAt(player.GetComponent<Targeting>().playertarget.transform);
            }

            if (Mathf.Abs(transform.localEulerAngles.y - player.GetComponent<Targeting>().playertarget.transform.localEulerAngles.y) < 0.5f)
            {
                transform.rotation = Quaternion.Lerp(transform.rotation, player.GetComponent<Targeting>().playertarget.transform.rotation, Time.deltaTime * lerpSpeed);
            };
        }

        if (followingplayer == false && Vector3.Distance(transform.position, player.GetComponent<Targeting>().playertarget.transform.position) > distancetotarget)
        {
            transform.position = Vector3.MoveTowards(transform.position, player.GetComponent<Targeting>().playertarget.transform.position, moveSpeed * Time.deltaTime);



        }
    }


    void movingstop()
    {

        if (followingplayer = true && Vector3.Distance(transform.position, player.GetComponent<Targeting>().playertarget.transform.position) < distancetotarget)
        {
            player.GetComponent<Targeting>().cameraturnon = false;
            followingplayer = true;
        }

    }


    void followplayer()
    {
        if (followingplayer = true && Vector3.Distance(player.transform.position, player.transform.position) > distancetotarget)
        {
            transform.position = Vector3.MoveTowards(transform.position, player.transform.position, moveSpeed * Time.deltaTime );



        }
    }

    void cameraheight()
    {
        if(followingplayer = true && transform.position.y > 3)
        {
            transform.position = Vector3.up*Time.deltaTime * lerpSpeed;
        }
    }


    void Lookatplayer()
    {
        if (followingplayer = true && Mathf.Abs(transform.localEulerAngles.y - player.transform.localEulerAngles.y) > 0.5f)
        {
            transform.LookAt(player.transform);
        }

        if (followingplayer = true && Mathf.Abs(transform.localEulerAngles.y - player.transform.localEulerAngles.y) < 0.5f)
        {
            transform.rotation = Quaternion.Lerp(transform.rotation, player.transform.rotation, Time.deltaTime * lerpSpeed);
        }
    }



    void turningon()
    {
        if(player.GetComponent<Targeting>().cameraturnon ==true)
        {
            followingplayer = false;
        }
    }

// Use this for initialization
    void Start () {

    }
   
    // Update is called once per frame
    void Update () {
        turningon();
        movingstop();
        Cameracanmove();
        Lookatplayer();
        followplayer();
        cameraheight();
    }
}

Line 30, I think you mean followingplayer == true.

Lines 43, 54, 65, 75 and 79 are using the assignment = operator instead of the comparison == operator. You’re assigning true to followingplayer here.

thanks a ton that was exactly the solution