Unity脚本代码为什么无法让相机旋转???

Main Camera都get到了,为什么旋转不了???

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

public class Player : MonoBehaviour
{
    public Transform m_transform;
    CharacterController m_ch;
    public float speed = 4.0f;
    public float gravity = 5.0f;
    public Transform m_camTransform;
    public Vector3 m_camRot;
    public float m_camHeight = 1.4f;
    public void Start()
    {
        m_transform = transform;
        m_ch = GetComponent<CharacterController>();
        m_camTransform = Camera.main.transform;
        m_camTransform.position = m_transform.TransformPoint(0, m_camHeight, 0);
        m_camTransform.rotation = m_transform.rotation;
        m_camRot = m_camTransform.eulerAngles;
    }

    // Update is called once per frame
    public void Update()
    {
        Control();
    }
    public void Control()
    {
        Vector3 motion = Vector3.zero;
        motion.x = Input.GetAxis("Horizontal") * speed * Time.deltaTime;
        motion.z = Input.GetAxis("Vertical") * speed * Time.deltaTime;
        motion.y -= gravity * Time.deltaTime;
        m_ch.Move(m_transform.TransformDirection(motion));
        float rh = Input.GetAxis("Mouse X");
        float rv = Input.GetAxis("Mouse Y");
        m_camRot.x -= rv;
        m_camRot.y += rh;
        m_camTransform.eulerAngles = m_camRot;
        Vector3 camrot = m_camTransform.eulerAngles;
        camrot.x = 0;
        camrot.y = 0;
        m_camTransform.eulerAngles = camrot;
        m_camTransform.position = m_transform.TransformPoint(0, m_camHeight, 0);
    }
    public void OnDrawGizmos()
    {
        Gizmos.DrawIcon(transform.position, "Spawn.tif");
    }
}

请各位大佬指教...

之前看过大神做的 亲测有用~
void Update ()
{
if(Input.GetMouseButton(1))
{
if (axes == RotationAxes.MouseXAndY)
{
// Read the mouse input axis
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
rotationY = ClampAngle (rotationY, minimumY, maximumY);

Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);

transform.localRotation = originalRotation * xQuaternion * yQuaternion;

}
else if (axes == RotationAxes.MouseX)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
transform.localRotation = originalRotation * yQuaternion;
}
}
}可以试试~