Limiting the rotation of the camera

,Here’s my code

public class NewBehaviourScript : MonoBehaviour
    {
        bool KeyW = false;
        bool KeyD = false;
        bool KeyA = false;
        bool KeyS = false;
        float MouseX;
        float MouseY;
        public int camSens = 10;
        public Transform camtransform;
        // Update is called once per frame
        void Update()
        {
            keyDetection();
            MouseMovement();
        }
       void keyDetection()
        {
            MouseX = Input.GetAxis("Mouse X");
            MouseY = Input.GetAxis("Mouse Y");
        }
    void MouseMovement()
        {
            //looking in the Y
            transform.localEulerAngles = transform.localEulerAngles + new Vector3(0, MouseX * camSens, 0);
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible = false;
            //looking in the X
            camtransform.localEulerAngles = camtransform.localEulerAngles + new Vector3(MouseY * camSens, 0, 0);
        }

What im trying to do is limiting the camera movement in the x axis.
Thanks in advance!

This was so hard for me to understand at first but I’ll try to show it to you as best as I can

float MouseX;
public float rotationSpeed = 1f;
public float xRotation; //This will be the value of your x rotation on the Transform
public float minimum;
public float maximum;

void Update()
{
    xRotation = Mathf.Clamp(xRotation, minimum, maximum); //The float value for the camera's rotation will be set to this value, so we clamp it in between a minimum and maximum amount

    xRotation += MouseX * rotationSpeed;// So now your x rotation will increase/decrease whenever you move your mouse at the rate of rotationSpeed

    transform.rotation = Quaternion.Euler(0, xRotation, 0);// You have to literally set your rotation equal to different values. They can either be variables or set values
}

Uncommented version below
*
float MouseX;
public float rotationSpeed = 1f;
public float xRotation;
public float minimum;
public float maximum;

void Update()
{
    xRotation = Mathf.Clamp(xRotation, minimum, maximum);

    xRotation += MouseX * rotationSpeed;

    transform.rotation = Quaternion.Euler(0, xRotation, 0);
}