Can't figure out how to get a crosshair to adjust size with mouse movement.

I am trying to make a dynamic crosshair, one that changes size with player movement and mouse movement. Player movement successfully makes the crosshair enlarge and shrink back to size when the player comes to a stop. The issue I am having is with mouse movement. I can only get horizontal(mouse x) and vertical(mouse y) to work with (+) or (-) on Input.GetAxis, not both. Basically I can only get my crosshair to change size if I move my mouse to the left and down or right and up, so (-Input.GetAxis or Input.GetAxis). On lines 98 and 99, I place a “-” or remove it before Input. I cannot get them to both work at the same time. I have also tried having two functions, one for (-Input) and (Input). For some reason, that did not work altogether, it acted as if it could only be one or the other. Many thanks in advance! Code Attached.

public class DynamicCrosshair : MonoBehaviour
{

    private RectTransform crosshair;

    [Header("Size Of Crosshair")]
    public float currentSize;
    public float restingSize;
    public float maxSize;

    [Header("Speed While Moving")]
    public float speedMoving;

    [Header("Speed While Looking")]
    public float speedLooking;

    [Header("Mouse Movement Variables")]
    public float sizeX;
    public float sizeY;
    public float sizeMax;
    public float sizeTotal;

    // Start is called before the first frame update
    void Start()
    {
        crosshair = GetComponent<RectTransform>();
    }

    // Update is called once per frame
    void Update()
    {

        MouseLooking();

        if (isMoving)
        {
            if (isMovingMore)
            {
                currentSize = Mathf.Lerp(currentSize, maxSize, Time.deltaTime * speedMoving * 2f);
            }
            else
            {
                currentSize = Mathf.Lerp(currentSize, maxSize, Time.deltaTime * speedMoving);
            }
        }
        else
        {
            currentSize = Mathf.Lerp(currentSize, restingSize, Time.deltaTime * speedMoving * 4f);
        }

        if (isLooking)
        {
            currentSize = Mathf.Lerp(currentSize, maxSize, Time.deltaTime * sizeTotal);
        }
        else
        {
            currentSize = Mathf.Lerp(currentSize, restingSize, Time.deltaTime * sizeTotal * 3f);
        }

        crosshair.sizeDelta = new Vector2(currentSize, currentSize);
    }

    bool isMoving
    {
        get
        {
            if (Input.GetAxis("Left/Right") != 0 || Input.GetAxis("Backward/Forward") != 0)
                return true;
            else
                return false;
        }
    }

    bool isMovingMore
    {
        get
        {
            if (Input.GetAxis("Left/Right") != 0 && Input.GetAxis("Backward/Forward") != 0)
                return true;
            else
                return false;
        }
    }

    bool isLooking
    {
        get
        {
            if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0)
                return true;
            else
                return false;
        }
    }

    void MouseLooking()
    {
        float factorX = -Input.GetAxis("Mouse X") * sizeX;
        float factorY = -Input.GetAxis("Mouse Y") * sizeY;

        factorX = Mathf.Clamp(factorX, -sizeMax, sizeMax);
        factorY = Mathf.Clamp(factorY, -sizeMax, sizeMax);

        sizeTotal = factorX + factorY;
    }
}

After a random stroke of genius and smacking my forehead, I have figured it out. In the MouseLooking function, I added two if statements regarding the Mouse X and Mouse Y inputs. All works as planned now! Solution is attached below.

void MouseLooking()
    {
        float factorX = Input.GetAxis("Mouse X") * sizeX;
        float factorY = Input.GetAxis("Mouse Y") * sizeY;

        if (Input.GetAxis("Mouse X") > 0)
        {
            factorX = Mathf.Clamp(factorX, -sizeMax, sizeMax);
        }
        else
        {
            factorX = Mathf.Clamp(-factorX, -sizeMax, sizeMax);
        }

        if (Input.GetAxis("Mouse Y") > 0)
        {
            factorY = Mathf.Clamp(factorY, -sizeMax, sizeMax);
        }
        else
        {
            factorY = Mathf.Clamp(-factorY, -sizeMax, sizeMax);
        }

        sizeTotal = factorX + factorY;
    }