How to make player move towards mouse location on W and away on S?

Currently I am making a game with a 2D camera orietation in a 2D world with 3D objects. Sort of like Diablo 2. Right now im using the following code to move my player and im using LookAtMouse to make the player always look at the cursor like diablo 3. I need the character to move toward the location of the mouse cursor on GetKeyDown(“W”) and away from the cursor on GetKeyDown(“S”), but right now W only moves up on the z axis and S moves down on the z axis. I have tried coding it myself, but since I just started programming in C# and using unity I havent had much success. How do I do this? I have been looking everywhere. Thanks!

P.S. Sorry for the wall of text and grammar.

using UnityEngine;
using System.Collections;

public class PlayerSpaceShipMovement : MonoBehaviour {

	public float speed;
	public float speedReverse;
	public float speedStrafe;

	// Use this for initialization
	void Start () {
		GameObject thePlayer = GameObject.Find ("PlayerSpaceShip");
		ShipStats shipScript = thePlayer.GetComponent<ShipStats>();
		speed = shipScript.shipSpeed;
	}
	

	// Update is called once per frame
	void Update () {
		/*if (Input.GetKeyDown ("W")) {
			Vector3 newPositionX = transform.position;
			newPositionX.x += Input.GetAxis ("Horizontal") * speed * Time.deltaTime;
			transform.position = newPositionX;

			Vector4 newPositionZ = transform.position;
			newPositionZ.z += Input.GetAxis ("Vertical") * speed * Time.deltaTime;
			transform.position = newPositionZ;
		}
		if (Input.GetKeyDown ("D")) {
		}*/

		Vector3 newPositionX = transform.position;
		newPositionX.x += Input.GetAxis ("Horizontal") * speed * Time.deltaTime;
		transform.position = newPositionX;

		Vector4 newPositionZ = transform.position;
		newPositionZ.z += Input.GetAxis ("Vertical") * speed * Time.deltaTime;
		transform.position = newPositionZ;
	}
}

LookAtMouse(if needed)

using UnityEngine;
using System.Collections;

public class LookAtMouse : MonoBehaviour
{
	
	// speed is the rate at which the object will rotate
	public float speed;
	
	void FixedUpdate () 
	{
		// Generate a plane that intersects the transform's position with an upwards normal.
		Plane playerPlane = new Plane(Vector3.up, transform.position);
		
		// Generate a ray from the cursor position
		Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
		
		// Determine the point where the cursor ray intersects the plane.
		// This will be the point that the object must look towards to be looking at the mouse.
		// Raycasting to a Plane object only gives us a distance, so we'll have to take the distance,
		//   then find the point along that ray that meets that distance.  This will be the point
		//   to look at.
		float hitdist = 12.0f;
		// If the ray is parallel to the plane, Raycast will return false.
		if (playerPlane.Raycast (ray, out hitdist)) 
		{
			// Get the point along the ray that hits the calculated distance.
			Vector3 targetPoint = ray.GetPoint(hitdist);
			
			// Determine the target rotation.  This is the rotation if the transform looks at the target point.
			Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
			
			// Smoothly rotate towards the target point.
			transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);
		}
	}
}

If you want to move forward/backward based on the current direction the object is facing, use Transform.Translate():

transform.Translate(0.0f, 0.0f, speed * Time.deltaTime);

For backwards, you can either use a negative speed, or you can do:

transform.Translate(0.0f, 0.0f, -speed * Time.deltaTime);

If you want to move towards the mouse regardless of direction facing, then you are either going to have to integrate it with your rotation code, or recalculate ‘targetPoint’. The code would be:

transform.position += (targetPoint - transform.position).normalized * speed * Time.deltaTime;

…and reverse the sign for backwards:

transform.position -= (targetPoint - transform.position).normalized * speed * Time.deltaTime;

I’m not entirely sure how exactly you want the player to move, but what I gather is that when you press W, you want the player to move towards your mouse location. The character, you said, already faces the mouse, so all you have to do to get them to move forward, back, strafe what ever.

You can simply do:

transform.Translate(Vector3.forward * speed * Input.GetAxis("Vertical"));
transform.Translate(Vector3.left * speed * Input.GetAxis("Horizontal"));

that means you want to translate the transform of the object this script is attached to forward or to the left based of the + or - vertical or horizontal input axis multiplied by your speed variable.

There is no need to make new memory space for Vector3 newPositionX and Vector4 newPositionZ, and if you are really stubborn about making a new variable anyways, you should use a single Vector3 because it holds all 3 (hence vector 3) x,y,z positions, and not a separate Vector3 and Vector 4 to hold a single value for you. Something like

Vector3 newPosition = transform.position;

    newPosition.x = someFloatValue1;
    newPosition.y = someFloatValue2;
    newPosition.z = someFloatValue3;