Animation of swiping (swiping) bills

In the game you have to swipe the bills. I use plain, which has a picture of a bill inserted in it. Actually the problem is that I can’t understand how to make the logic correctly, so that I can swipe infinite number of times this bill, and I need to take into account that the bill is not one, by logic I swipe bills from a pack of money.

An image of what this project looks like now:

This game has exactly the same essence as I need:
https://play.google.com/store/apps/details?id=com.dankolab.bablometnew

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

public class MoneySwipe : MonoBehaviour
{
    private Vector2 startPos;
    private Vector3 startPlanePos; 
    private bool isSwiping = false; 

    void Start()
    {
        startPlanePos = transform.position;
    }

    void Update()
    {
        if (Input.touchCount > 0)
        {
            Touch touch = Input.GetTouch(0);

            switch (touch.phase)
            {
                case TouchPhase.Began:
                    startPos = touch.position;
                    isSwiping = true;
                    break;

                case TouchPhase.Moved:
                    if (isSwiping)
                    {
                        Vector2 swipeDelta = touch.position - startPos; 

                       
                        Vector3 moveDirection = new Vector3(0, swipeDelta.y * 0.01f, 0);

                   
                        transform.position = startPlanePos + moveDirection;
                    }
                    break;

                case TouchPhase.Ended:
                    if (isSwiping)
                    {
                        позицию
                        StartCoroutine(MoveBackToStart());
                        isSwiping = false;
                    }
                    break;
            }
        }
    }

    IEnumerator MoveBackToStart()
    {
        float duration = 0.5f;
        float elapsedTime = 0f;
        Vector3 initialPosition = transform.position;

        while (elapsedTime < duration)
        {
            transform.position = Vector3.Lerp(initialPosition, startPlanePos, elapsedTime / duration);
            elapsedTime += Time.deltaTime;
            yield return null;
        }
        transform.position = startPlanePos;
    }
}