Camera dragging with mouse

I have 2D mesh in the XY plane. I have the following script which moves the camera across the plane, the camera starts at (0,0,-10).

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DragMap : MonoBehaviour {
    private float dist;
    private Vector3 MouseStart;
    private Vector3 derp;
    void Start () {
        dist = transform.position.z;  // Distance camera is above map
    }
    void Update () {
        if (Input.GetMouseButtonDown (2)) {
            MouseStart = new Vector3(Input.mousePosition.x, Input.mousePosition.y, dist);
            MouseStart = Camera.main.ScreenToWorldPoint (MouseStart);
            MouseStart.z = transform.position.z;
        }
        else if (Input.GetMouseButton (2)) {
            var MouseMove = new Vector3(Input.mousePosition.x, Input.mousePosition.y, dist);
            MouseMove = Camera.main.ScreenToWorldPoint (MouseMove);
            MouseMove.z = transform.position.z;
            transform.position = transform.position - (MouseMove - MouseStart);
        }
    }
}

But I cannot for the life of me figure out what to change so that if I drag my mouse to the right, the camera goes to the left and vice versa. Similarly if I drag my mouse up I want to move the camera down and vice versa. Help!

Thank you for any replies.

-DrOmega.

When you use ‘(MouseMove - MouseStart)’ you create a delta vector that shows the difference between where you started and where the mouse is now. You can simply negate the contents of the x and y components to reverse how the camera moves. If you want to negate both you could change it to ‘(MouseStart - MouseMove)’ instead.