How can I make the character move to clicked position without allowing the user to drag?

I’m building a simple mobile game where the user has to touch the screen to move but I don’t want to give the user the ability to click/touch and drag. I basically want the controls to be, the user clicks/touches the screen and character jumps in the air to that position but the user can hold that character in position but they can not drag the character. Have everything like I want it except for the drag. How can I exclude this while keeping everything else?

I may have added some unnecessary code but help is greatly appreciated.

public class PlayerInput : MonoBehaviour
{
    private Vector3 target;
    public float moveSpeed = 1.5f;
    public Vector3 curPos;
    public Vector3 lastPos;

    private Vector3 moveDirection = Vector3.zero;
    public float gravity = 20.0f;
    public float speed = 5.0f;

    CharacterController cc;

    // Use this for initialization
    void Start()
    {
        curPos = gameObject.transform.position;

        cc = GetComponent<CharacterController>();
    }

    void Update()
    {
        if (Input.GetMouseButton(0))
        {
            target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            target.z = transform.position.z;
            transform.position = Vector3.MoveTowards(transform.position, target, moveSpeed * Time.deltaTime);

            curPos = transform.position;

            lastPos = target;

            if (curPos == lastPos)
            {
                gameObject.transform.position = curPos;
            }
        }
        else
        {
            moveDirection.y -= gravity * Time.deltaTime;
        }

        cc.Move(moveDirection * Time.deltaTime);

        if (cc.isGrounded == true)
        {
            moveDirection.y = 0f;
        }
    }
}

Set a variable (bool) to see if the player has reached the target destination yet.

public bool arrived = true;

If they have not, then don’t allow a new target destination to be set.

void Update()
     {
         if(arrived)
         {
            if (Input.GetMouseButton(0))
            {
                target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                target.z = transform.position.z;
                transform.position = Vector3.MoveTowards(transform.position, target, moveSpeed * Time.deltaTime);
 
                curPos = transform.position;
 
                lastPos = target;
 
                if (curPos == lastPos)
                {
                    gameObject.transform.position = curPos;
                }
                arrived = false;
            }  
            else
            {
                moveDirection.y -= gravity * Time.deltaTime;
            }
 
            cc.Move(moveDirection * Time.deltaTime);
 
            if (cc.isGrounded == true)
            {
                moveDirection.y = 0f;
            }
     }