restrict camera movement, Camera moves out of bounds!

I’m creating a simple camera pan and scroll for my mobile game and need some help.
Right now with the code I have a player can scroll of the map I created.

Do you know how I could fix this?

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

public class ScrollAndPinch : MonoBehaviour
{
#if UNITY_IOS || UNITY_ANDROID
    public Camera Camera;
    public bool Rotate;
    protected Plane Plane;

    public Transform Map;

    float distance;


    private void Awake()
    {
        if (Camera == null)
            Camera = Camera.main;
        Input.multiTouchEnabled = true;

    }

    private void Update()
    {

        //Update Plane
        if (Input.touchCount >= 1)
            Plane.SetNormalAndPosition(transform.up, transform.position);

        var Delta1 = Vector3.zero;
        var Delta2 = Vector3.zero;

        //Scroll
        if (Input.touchCount >= 1)
        {
            Delta1 = PlanePositionDelta(Input.GetTouch(0));
            if (Input.GetTouch(0).phase == TouchPhase.Moved)
                Camera.transform.Translate(Delta1, Space.World);
        }

    }

    protected Vector3 PlanePositionDelta(Touch touch)
    {
        //not moved
        if (touch.phase != TouchPhase.Moved)
            return Vector3.zero;

        //delta
        var rayBefore = Camera.ScreenPointToRay(touch.position - touch.deltaPosition);
        var rayNow = Camera.ScreenPointToRay(touch.position);
        if (Plane.Raycast(rayBefore, out var enterBefore) && Plane.Raycast(rayNow, out var enterNow))
            return rayBefore.GetPoint(enterBefore) - rayNow.GetPoint(enterNow);

        //not on plane
        return Vector3.zero;
    }

    protected Vector3 PlanePosition(Vector2 screenPos)
    {
        //position
        var rayNow = Camera.ScreenPointToRay(screenPos);
        if (Plane.Raycast(rayNow, out var enterNow))
            return rayNow.GetPoint(enterNow);

        return Vector3.zero;
    }

#endif
}

Player_//is Player GameObject

0f and 200f//is Pan range

in void Update()
{}

MainCamera.transform.position = new Vector3(Player_.transform.position.x, MainCamera.transform.position.y, MainCamera.transform.position.z);
        MainCamera.transform.position = new Vector3(Mathf.Clamp(MainCamera.transform.position.x, 0f, 200f), MainCamera.transform.position.y, MainCamera.transform.position.z);

@Tubestorm

You could find the radius from the center to a circular boundary, then put the entire camera-pan code in an if-statement which says:

if (radius > BoundaryLimit) // if distance from center is greater than boundary limit
    radius = BoundaryLimit;
else
{
    // Camera-pan...
}

@Tubestorm