How do you get the camera to move along the Z axis with touch devices?

Hello Guys-

I am in desperate need of your help. I am new to unity and C# and I am trying to finish a code that will allow users to pan the camera along the z,y axis on touchscreen devices. It is in 3D , but more like a camera above RTS game. Feel free guys to use it in your projects! This is a working script that will pan left and right (on the X axis) and has public variables for restricting how far they can go on the x-axis, so the user is not panning into infinity. It also has a working 2 finger zoom script with min,max variables as well. Be easy on me, I am a noob. This is what I have so far.

using UnityEngine;
using System.Collections;

public class CameraTest : MonoBehaviour {

	public float moveSensitivityX = 0.1f;
	public float moveSensitivityZ = 0.1f;
	public bool updateZoomSensitivity = true;
	public float orthoZoomSpeed = 0.05f;
	public float minZoom = 1.0f;
	public float maxZoom = 20.0f;
	public bool invertMoveX = false;
	public bool invertMoveZ = false;
	public float minX = -3f;	
	public float maxX = 3f;

	private Camera _camera;

	// Use this for initialization
	void Start () {
		_camera = GetComponent<Camera>();
	}
	
	// Update is called once per frame
	void Update () {
		if (updateZoomSensitivity) {
			moveSensitivityX = _camera.fieldOfView / 5.0f;
			moveSensitivityZ = _camera.fieldOfView / 5.0f;
			}

		Touch[] touches = Input.touches;

		if (touches.Length > 0) {
			// Single touch move
			if (touches.Length == 1) {
				if (touches [0].phase == TouchPhase.Moved) {
					Vector3 delta = touches [0].deltaPosition;

					float positionX = delta.x * moveSensitivityX * Time.deltaTime;
					positionX = invertMoveX ? positionX : positionX * -1;

					float positionZ = delta.z * moveSensitivityZ * Time.deltaTime;
					positionZ = invertMoveZ ? positionZ : positionZ;

				
					_camera.transform.position += new Vector3 (positionX, 0, positionZ);

					_camera.transform.position = new Vector3(Mathf.Clamp(transform.position.x, minX, maxX),transform.position.y, transform.position.z);

					}
				}
			}


		// Double Touch Zoom
			if (touches.Length == 2) {
					Touch touchOne = touches[0];
					Touch touchTwo = touches[1];

					Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
					Vector2 touchTwoPrevPos = touchTwo.position - touchTwo.deltaPosition;

					float prevTouchDeltaMag = (touchOnePrevPos - touchTwoPrevPos).magnitude;
					float touchDeltaMag = (touchOne.position - touchTwo.position).magnitude;

					float deltaMagDiff = prevTouchDeltaMag - touchDeltaMag;

					_camera.fieldOfView += deltaMagDiff * orthoZoomSpeed;
					_camera.fieldOfView = Mathf.Clamp(_camera.fieldOfView,minZoom,maxZoom);
				}

		}
	}

You can Just make a animation for the camera to move add it to the camera and Yeah thats pretty much it
i hope this was helpfull for you.