touch input

hi,
I’ve been trying to change my game from a click to move to a touch to move. I used the live training video to create the controls for the click to move game. But I’m having difficulty with converting the script to a touch system.I am not the best at coding. Any help would be appreciated.

using System.Collections;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using UnityEngine;
using UnityEngine.AI;

public class ClickToMove : MonoBehaviour, IPointerDownHandler, IPointerUpHandler  {

    public float shootDistance = 10f;
    public float shootRate = .5f;
    public PlayerShooting shootingScript;

    private Animator anim;
    private UnityEngine.AI.NavMeshAgent navMeshAgent;
    private Transform targetedEnemy;
    private Ray shootRay;
    private RaycastHit shootHit;
    private bool walking;
    private bool enemyClicked;
    private float nextFire;

    // Use this for initialization
    void Awake ()
    {
        anim = GetComponent<Animator> ();
        navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent> ();
    }

    // Update is called once per frame
    void Update ()
    {
        for (int i = 0; i < Input.touchCount; ++i) {
            if (Input.GetTouch (i).phase == TouchPhase.Began) {
            Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(i).position);
                RaycastHit hit;

                if (Physics.Raycast(ray, out hit, 100))
                {
                    if (hit.collider.CompareTag("Enemy"))
                    {
                        targetedEnemy = hit.transform;
                        enemyClicked = true;
                    }

                    else
                    {
                        walking = true;
                        enemyClicked = false;
                        navMeshAgent.destination = hit.point;
                        navMeshAgent.Resume();
                    }
                }
            }

            if (enemyClicked) {
                MoveAndShoot();
            }

            if (navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance) {
                if (!navMeshAgent.hasPath || Mathf.Abs (navMeshAgent.velocity.sqrMagnitude) < float.Epsilon)
                    walking = false;
            }   else {
                walking = true;
            }

            anim.SetBool ("IsWalking", walking);

            }
           
        }
           
    }


    private void MoveAndShoot()
    {
        if (targetedEnemy == null)
            return;
        navMeshAgent.destination = targetedEnemy.position;
        if (navMeshAgent.remainingDistance >= shootDistance) {

            navMeshAgent.Resume();
            walking = true;
        }

        if (navMeshAgent.remainingDistance <= shootDistance) {

            transform.LookAt(targetedEnemy);
            Vector3 dirToShoot = targetedEnemy.transform.position - transform.position;
            if (Time.time > nextFire)
            {
                nextFire = Time.time + shootRate;
                shootingScript.Shoot(dirToShoot);
            }
            navMeshAgent.Stop();
            walking = false;
        }
    }

}