localEuelerAngles + rotation issues with camera

Hi there. I dunno , i have achieved this before , but for some strange reason , no matter what i try i can not get this to work again.

I have the Main camera attached to my character head bone. I am trying to find a way to increase decrease localEuelerAngles as a look up down with the mouse. The problem seems to be that localAngles ends @ 360 , and 0, so i cant find a way to legitly test and force a min , max rotation.

Heres an example, which i know doesnt work.

		if(camTransform.localEulerAngles.x >= 250 || camTransform.localEulerAngles.x <= 45 || camTransform.localEulerAngles.x == 0){

			camTransform.localEulerAngles.x += Input.GetAxis("Mouse Y") / bones.neckTurnSpeed;

		}

		else if(camTransform.localEulerAngles.x < 250  camTransform.localEulerAngles.x > 225){

			camTransform.localEulerAngles.x = 250;;

		}

		else if(camTransform.localEulerAngles.x > 45  camTransform.localEulerAngles.x < 65){

			camTransform.localEulerAngles.x  = 45;

		}

As i said , i have had this working before no problem , but for some reason , i just cant get this camera to cooperate, and i was sure i just used a Mathf.Clamp on the rotation, but i dont really understand why i cant control it this time around.

If i attempt camTransform.Rotate(Input.GetAxis(“Mouse Y”), 0, 0); i cant seem to find a way to set its min max either. Litle tip would be awsome , thanks.

PS: another one not working.

	totalNeckTurn -= Input.GetAxis("Mouse Y")* bones.neckTurnSpeed;

	if(totalNeckTurn > bones.minNeckTurn  totalNeckTurn < bones.maxNeckTurn){

		camTransform.localEulerAngles.x = totalNeckTurn;

	}

One lats thing about this , what is making it very complicated , is that of course the rig does not have all of its bones facing a unity alignment , and so therefor , when the cameras localEulerAngles are accessed after it has been parented to the camera , they dont seem to be matching up at all to where they would be if it was just a solo transform. I really dont understan why im having such a issue with the camera this time around.

Just figured i come back and post the answer … duno how i fought for over three hours with this … must be a brain dead day … heres how i got it working.

		totalNeckTurn -= Input.GetAxis("Mouse Y")* bones.neckTurnSpeed;

		totalNeckTurn = Mathf.Clamp(totalNeckTurn, bones.minNeckTurn, bones.maxNeckTurn);

		if(totalNeckTurn >= bones.minNeckTurn  totalNeckTurn <= bones.maxNeckTurn){

			camTransform.localEulerAngles.x = totalNeckTurn;

		}

		camTransform.localEulerAngles.y = thisTransform.localEulerAngles.y;