How do i Invert Y axis in this Script?

Hi, i am making a third person game and i recently got a camera script which works like a GTA camera and by the way prevents the camera to pass through walls and objects, but i want to invert its Y axis configuration 'cause when i slide the mouse forward, the camera goes up, and when sliding backward, the camera goes down, and i don’t like this way. I´m not exactly a programmer (i focus on the visual things) and i wonder if you could help me doing this. The script has some portuguese words (alvo means target and rotacao means rotation) and here it is(thanks for answering):

using UnityEngine;
using System.Collections;

public class collisionCamera : MonoBehaviour {

public Transform alvo;
RaycastHit hit = new RaycastHit();
public float mouseX = 0;
public float mouseY = 0;
public float distCam = 0;

// Use this for initialization
void Start () {
	
}

// Update is called once per frame
void Update () {
	
	transform.RotateAround (alvo.position, transform.up, Input.GetAxis ("Mouse X") * mouseX);
	transform.RotateAround (alvo.position, transform.right, Input.GetAxis ("Mouse Y") * mouseY);
	
	Vector3 rotacao = transform.eulerAngles;
	rotacao.z = 0;
	transform.eulerAngles = rotacao;
	
	transform.position = alvo.position - transform.forward * distCam;
	
	if(Physics.Linecast(alvo.position, transform.position, out hit))
		transform.position = hit.point+transform.forward*0.4f;
		
		
	}
}

i want to invert its Y axis configuration 'cause when i slide the mouse forward, the camera goes up, and when sliding backward, the camera goes down, and i don’t like this way

Try that code:

      transform.RotateAround (alvo.position, transform.right, -Input.GetAxis ("Mouse Y") * mouseY);

Fix me if I wrong.

use (FlipY ? -1 : 1) , its a great slice of code i found.
in your case

public bool FlipY = true;

transform.RotateAround (alvo.position, transform.right, Input.GetAxis ("Mouse Y") * (FlipY ? -1 : 1) );

@jacobdanielburgess You are God, your solution is amaizing :smile: cheers :clinking_glasses:

My Code from rotation Camera

 private void CalculateInputs()
        {
            //Raw input & Invert Input Axis 
            float m_deltaX = m_inputManager.DeltaAction().x * (m_isFlip_X ? -1 : 1);
            float m_deltaY = m_inputManager.DeltaAction().y * (m_isFlip_Y ? 1 : -1);
            m_deltaInput = new Vector2 (m_deltaX, m_deltaY);
            m_deltaInput.Normalize();


            // Rotation from Raw input
            m_xRot = m_xRot + m_deltaInput.y;
            m_yRot = m_yRot + m_deltaInput.x;
            

            // Clamp Rotation 
            m_xRot = m_isClampXRot ? Mathf.Clamp(m_xRot, m_minClampRotX, m_maxClampRotX) : m_xRot;
            m_yRot = m_isClampYRot ? Mathf.Clamp(m_yRot, m_minClampRotY, m_maxClampRotY) : m_yRot;


            // Sensitivity
            m_xRot = m_shouldUseSensitivity ? m_xRot * m_camSensitivityX: m_xRot;
            m_yRot = m_shouldUseSensitivity ? m_yRot * m_camSensitivityY : m_yRot;


            //Smooth rotation

            


            // apply rotation to camera
            m_camTransform.eulerAngles = new Vector3(m_xRot, m_yRot, 0f);

            //applay rotation to body
            m_bodyTransform.eulerAngles = new Vector3(0f, m_yRot, 0f);
        }