How would i make it to where my player moves where my camera is facing

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MouseLook : MonoBehaviour {

[SerializeField]
private Transform playerRoot, lookRoot;

[SerializeField]
private bool invert;

[SerializeField]
private bool can_Unlock = true;

[SerializeField]
private float sensivity = 5f;

[SerializeField]
private int smooth_Steps = 10;

[SerializeField]
private float smooth_Weight = 0.4f;

[SerializeField]
private float roll_Angle = 10f;

[SerializeField]
private float roll_Speed = 3f;

[SerializeField]
private Vector2 default_Look_Limits = new Vector2(-70f, 80f);

private Vector2 look_Angles;

private Vector2 current_Mouse_Look;
private Vector2 smooth_Move;

private float current_Roll_Angle;

private int last_Look_Frame;

// Use this for initialization
void Start () {

    Cursor.lockState = CursorLockMode.Locked;

}

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

    LockAndUnlockCursor();

    if(Cursor.lockState == CursorLockMode.Locked) {
        LookAround();
    }

}

void LockAndUnlockCursor() {

    if(Input.GetKeyDown(KeyCode.Escape)) {

        if(Cursor.lockState == CursorLockMode.Locked) {

            Cursor.lockState = CursorLockMode.None;

        } else {

            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible = false;

        }

    }

} // lock and unlock

void LookAround() {

    current_Mouse_Look = new Vector2(
        Input.GetAxis(MouseAxis.MOUSE_Y), Input.GetAxis(MouseAxis.MOUSE_X));

    look_Angles.x += current_Mouse_Look.x * sensivity * (invert ? 1f : -1f);
    look_Angles.y += current_Mouse_Look.y * sensivity;

    look_Angles.x = Mathf.Clamp(look_Angles.x, default_Look_Limits.x, default_Look_Limits.y);

    //current_Roll_Angle =
        //Mathf.Lerp(current_Roll_Angle, Input.GetAxisRaw(MouseAxis.MOUSE_X)
                   //* roll_Angle, Time.deltaTime * roll_Speed);

    lookRoot.localRotation = Quaternion.Euler(look_Angles.x, 0f, 0f);
    playerRoot.localRotation = Quaternion.Euler(0f, look_Angles.y, 0f);

} // look around

} // class

I think this will work:

transform.position += transform.forward * Time.deltaTime * speed;