FPS mouse look script error unity 3d. help!!!!

Hi. iv’e tried to create new FPS mouse look script but when i done it it shows me errors:

Assets/FPS Scripts/FpsMouselook.js(4,9): BCE0043: Unexpected token: var. Assets/FPS Scripts/FpsMouselook.js(52,52): BCE0043: Unexpected token: float. Assets/FPS Scripts/FpsMouselook.js(61,1): BCE0043: Unexpected token: .

FPS script info:

public enum RotationAxis {MouseX = 0, MouseY = 1

var RotationAxisRotationXY = RotationAxis.MouseX || RotationAxis.MouseY; 

//We are defining variables needed for our X axis motion. This will include   
// sensivity and the minimun and maximum of the x axis rotation.    
var sensitivityX : float = 400f;

var minimumX : float = -360f;

var maximumX : float = 360f;

var RotationX : float = 0f;

var OriginalRotation : Quaternion; 

//Now lets set variables for the y axis so the player can look up and down
//using the mouse.

var RotationY : float = 0f;

var minimumY : float = -25f;

var maximumY : float = 25f;

var sensitivityY : float = 400f;

function Update () {

if(RotationAxisRotationXY == RotationAxis.MouseX){

RotationX += Input.GetAxis("Mouse X") * sensitivityX * Time.deltaTime;

    OriginalRotation = XQuaternion = Quaternion.AngleAxis (RotationX . Vector3.up);

     transform.localRotation = OriginalRotation * XQuaternion; 

    }
    if(RotationAxisRotationXY == RotationAxis.MouseY){

     RotationY -= Input.getAxis ("Mouse Y") * sensitivityY * Time.deltaTime;

         OriginalRotation = YQuartenion = Quaternion.AngleAxis (RotationY . Vector3.right);

          transform.localRotation = OriginalRotation * YQuaternion;
          }
   }    

static function ClampAngle (Angle, min, max) float {

can someone help???

I did that tutorial a while ago. Here is my code, I got it working also. edit: I only saved it so it would look with the Y axis, but you can just copy and paste and add in the X axis one.

	public enum RotationAxis {MouseY = 1}
         
         var RotationAxisRotationXY =  RotationAxis.MouseY;
         
 
         
                  
         var OriginalRotation : Quaternion;
         
    
        
         // Now lets set the variables for the y axis so the player can then look up and down
         // using the mouse.
         
         var RotationY : float = 0f;
         
         var minimumY : float;
         
         var maximumY : float;
         
         var sensitivityY : float = 400f;
         
         var cylinderZ : GameObject;
    
function Start( )
{
minimumY = -75f;
maximumY = -25f;
}

function Update () {

//print("mouse Z" + Input.mousePosition.x + " cylinder Z" + cylinderZ.transform.position.x);

if(Input.mousePosition.x >= cylinderZ.transform.position.x)
{
minimumY = 25f;
maximumY = 75f;
}
if(Input.mousePosition.x <= cylinderZ.transform.position.x)
{
minimumY = -75f;
maximumY = -25f;
}
			if(RotationAxisRotationXY == RotationAxis.MouseY){
			
			RotationY -= Input.GetAxis ("Mouse Y") * sensitivityY * Time.deltaTime;
			
			RotationY = ClampAngle (RotationY, minimumY, maximumY);
			
			OriginalRotation = YQuaternion = Quaternion.AngleAxis (RotationY, Vector3.right);
			
			transform.localRotation = OriginalRotation * YQuaternion;
			
		
			
			}
		
	       

    
         
}

		
				
	
	
	static function ClampAngle (Angle, min, max): float {
	
	
		if(Angle < -360){
		Angle += 360;
		
		}
		if(Angle > 360){
		
		Angle -= 360;
		}
		
		return Mathf.Clamp (Angle, min,max);
	}

Thx that really helps me alot :slight_smile: