Moving the camera with mouse not working

Basically I’m very new to C# and despite being able to move my player (cube) forward,back,left and right, I can’t work out why I can’t rotate the camera with my mouse which is attached to the cube.

This is what i’ve tried plus many other combinations of code and all have brought compiler errors:

using UnityEngine;
using System.Collections;

public class Player : MonoBehaviour {

public float playerSpeed = 20.0f;
public float playerSpeedSideways = 5.0f;
public float rotationSpeed = 100.0f;
// Use this for initialization
void Start () {

	transform.position = new Vector3 (0,0,0);



}

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

	transform.Translate(Vector3.right * Input.GetAxis("Horizontal") * Time.deltaTime * playerSpeedSideways);
	transform.Translate(Vector3.back * Input.GetAxis("Backwards") * Time.deltaTime * playerSpeedSideways);
	transform.Translate(Vector3.forward * Input.GetAxis("Forwards") * Time.deltaTime * playerSpeed);
	transform.Rotate(Vector3.MoveTowards * Input.GetAxis("Mouse X"));
	transform.Rotate(Vector3.MoveTowards * Input.GetAxis("Mouse X"));

}

}

Any help, explaining why the code isn’t working would be great.
Thanks in advance

Ali g

Here’s a pretty basic movement + mouselook script. I can’t take credit for the code but this helped me a lot when I started my first FPS (sorry for formatting a little messed up:

using UnityEngine;
using System.Collections;

[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLookScript : MonoBehaviour 
{
	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	
	public float sensitivityX = 10F;
	public float sensitivityY = 10F;
	
	public float minimumX = -360F;
	public float maximumX = 360F;
	
	public float minimumY = -60F;
	public float maximumY = 60F;
	
	float rotationY = 0F;

	public float cameraSpeedFloat;

	Transform cameraTransform;

void Start ()
	{

		cameraTransform = transform;

if (rigidbody)
		{
			rigidbody.freezeRotation = true;
		}
}

void Update()
	{

		//Look direction
		if (axes == RotationAxes.MouseXAndY) 
		{
			float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
			
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			cameraTransform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
		}

		else if (axes == RotationAxes.MouseX)
		{
			cameraTransform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
		}

		else
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			cameraTransform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
		}


		//Movement direction
		if (Input.GetKey (KeyCode.W)) 
		{
			cameraTransform.position += cameraTransform.forward * cameraSpeedFloat * Time.deltaTime;
		}

		 if (Input.GetKey (KeyCode.S)) 
		{
			cameraTransform.position += -cameraTransform.forward * cameraSpeedFloat * Time.deltaTime;
		}

		if (Input.GetKey (KeyCode.A)) 
		{
			cameraTransform.position += -cameraTransform.right * cameraSpeedFloat * Time.deltaTime;
		}

		if (Input.GetKey (KeyCode.D)) 
		{
			cameraTransform.position += cameraTransform.right * cameraSpeedFloat * Time.deltaTime;
		}
}


}

Make sure to adjust the variables to what you want like the cameraSpeedFloat, sensitivity X and Y, and mimimum maximum Y.