Limit rotation of z axis of a 2d object which rotates with mouse click and drag

I have the following script which rotates a 2d object z axis with mouse click and drag, but want to limitate the rotation between 0 and -160…

using UnityEngine;
using System.Collections;

public class ButtonController3 : MonoBehaviour {

	private Camera myCam;
	private Vector3 screenPos;
	private float angleOffset;


	void Start () {
		myCam = Camera.main;
	}

	void Update () {
		//This fires only on the frame the button is clicked
		if (Input.GetMouseButtonDown (0)) {
			screenPos = myCam.WorldToScreenPoint (transform.position);
			Vector3 v3 = Input.mousePosition - screenPos;
			angleOffset = (Mathf.Atan2 (transform.right.y, transform.right.x) - Mathf.Atan2 (v3.y, v3.x)) * Mathf.Rad2Deg;
		}

		//This fires while the button is pressed down
		if (Input.GetMouseButton (0)) {
			Vector3 v3 = Input.mousePosition - screenPos;
			float angle = Mathf.Atan2 (v3.y, v3.x) * Mathf.Rad2Deg;
			transform.eulerAngles = new Vector3 (0, 0, angle + angleOffset);

		}
	}
}

@theleonn just add a check for value of (angle + angleOffset) before applying the rotation.

using UnityEngine;
 using System.Collections;
 
 public class ButtonController3 : MonoBehaviour {
 
     private Camera myCam;
     private Vector3 screenPos;
     private float angleOffset;
 
 
     void Start () {
         myCam = Camera.main;
     }
 
     void Update () {
         //This fires only on the frame the button is clicked
         if (Input.GetMouseButtonDown (0)) {
             screenPos = myCam.WorldToScreenPoint (transform.position);
             Vector3 v3 = Input.mousePosition - screenPos;
             angleOffset = (Mathf.Atan2 (transform.right.y, transform.right.x) - Mathf.Atan2 (v3.y, v3.x)) * Mathf.Rad2Deg;
         }
 
         //This fires while the button is pressed down
         if (Input.GetMouseButton (0)) {
             Vector3 v3 = Input.mousePosition - screenPos;
             float angle = Mathf.Atan2 (v3.y, v3.x) * Mathf.Rad2Deg;


   float newAngle = angle + angleOffset;

            
            if (newAngle < 0f && newAngle > -160f)
            {

                  transform.eulerAngles = new Vector3(0, 0, angle + angleOffset);

            }
         }
     }
 }