How to make orbit script work for phone?

Hey, I want to make a script that is used to orbit my object work for phone. Probably by swiping the screen around. How would I do that?

using UnityEngine;
using System.Collections;

public class CameraOrbit : MonoBehaviour
{

    protected Transform _XForm_Camera;
    protected Transform _XForm_Parent;

    protected Vector3 _LocalRotation;
    protected float _CameraDistance = 10f;

    public float MouseSensitivity = 4f;
    public float ScrollSensitvity = 2f;
    public float OrbitDampening = 10f;
    public float ScrollDampening = 6f;

    public bool CameraDisabled = false;


    // Use this for initialization
    void Start() {
        this._XForm_Camera = this.transform;
        this._XForm_Parent = this.transform.parent;
    }


    void LateUpdate() {
        if (Input.GetKeyDown(KeyCode.LeftShift))
            CameraDisabled = !CameraDisabled;

        if (!CameraDisabled)
        {
            //Rotation of the Camera based on Mouse Coordinates
            if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0)
            {
                _LocalRotation.x += Input.GetAxis("Mouse X") * MouseSensitivity;
                _LocalRotation.y += Input.GetAxis("Mouse Y") * MouseSensitivity;

                //Clamp the y Rotation to horizon and not flipping over at the top
                if (_LocalRotation.y < 0f)
                    _LocalRotation.y = 0f;
                else if (_LocalRotation.y > 90f)
                    _LocalRotation.y = 90f;
            }
            //Zooming Input from our Mouse Scroll Wheel
            if (Input.GetAxis("Mouse ScrollWheel") != 0f)
            {
                float ScrollAmount = Input.GetAxis("Mouse ScrollWheel") * ScrollSensitvity;

                ScrollAmount *= (this._CameraDistance * 0.3f);

                this._CameraDistance += ScrollAmount * -1f;

                this._CameraDistance = Mathf.Clamp(this._CameraDistance, 1.5f, 100f);
            }
        }

        //Actual Camera Rig Transformations
        Quaternion QT = Quaternion.Euler(_LocalRotation.y, _LocalRotation.x, 0);
        this._XForm_Parent.rotation = Quaternion.Lerp(this._XForm_Parent.rotation, QT, Time.deltaTime * OrbitDampening);

        if ( this._XForm_Camera.localPosition.z != this._CameraDistance * -1f )
        {
            this._XForm_Camera.localPosition = new Vector3(0f, 0f, Mathf.Lerp(this._XForm_Camera.localPosition.z, this._CameraDistance * -1f, Time.deltaTime * ScrollDampening));
        }
    }
}

Thanks!

Noone is going to write code for you, and asking for such is a really bad idea. Honestly stuff as simple as how to handle touch input has been dealt with in nearly every single mobile tutorial for unity, so please start with the resources under the “Learn” tab and then come back here after, not before.
EDIT:
PseudoCode example to get you started-

Check for number of touches
If touching
check initial touch position
If touch ended
check end touch position
Calculate delta between two positions to get direction of swipe.