New InputSystem GetAxis

Hello,
so i wanted to switch to the new InputSystem. I could figure everything out except one thing. I created a MouseX and MouseY Axis in the old System which im using to track players mouse movement. I would like to get the same values but using the new InputSystem. Unfortunately i couldn’t figure it out on my own and would appreciate your help.

This is the camera code where the Mouse Input is needed (line 123):

using UnityEngine;

[RequireComponent(typeof(Camera))]
public class OrbitCamera : MonoBehaviour
{

    [SerializeField] Transform focus = default;
    [SerializeField, Range(1f, 20f)] float distance = 5f;
    [SerializeField, Min(0f)] float focusRadius = 5f;
    [SerializeField, Range(0f, 1f)] float focusCentering = 0.5f;
    [SerializeField, Range(1f, 360f)] float rotationSpeed = 90f;
    [SerializeField, Range(-89f, 89f)] float minVerticalAngle = -45f, maxVerticalAngle = 45f;
    [SerializeField, Min(0f)] float alignDelay = 5f;
    [SerializeField, Range(0f, 90f)] float alignSmoothRange = 45f;
    [SerializeField] LayerMask obstructionMask = -1;
    Camera regularCamera;
    Vector3 focusPoint, previousFocusPoint;
    Vector2 orbitAngles = new Vector2(10f, 0f);
    float lastManualRotationTime;
    PlayerActions InputActions;
    Vector2 AxisInput;
    Vector3 CameraHalfExtends
    {
        get
        {
            Vector3 halfExtends;
            halfExtends.y =
                regularCamera.nearClipPlane *
                Mathf.Tan(0.5f * Mathf.Deg2Rad * regularCamera.fieldOfView);
            halfExtends.x = halfExtends.y * regularCamera.aspect;
            halfExtends.z = 0f;
            return halfExtends;
        }
    }
   
    void OnValidate()
    {
        if (maxVerticalAngle < minVerticalAngle)
        {
            maxVerticalAngle = minVerticalAngle;
        }
    }

    void Awake()
    {
        regularCamera = GetComponent<Camera>();
        focusPoint = focus.position;
        transform.localRotation = Quaternion.Euler(orbitAngles);
        Cursor.lockState = CursorLockMode.Locked;
        InputActions = new PlayerActions();
        InputActions.PlayerControls.mouse.performed += ctx => AxisInput = ctx.ReadValue<Vector2>();
    }
    private void OnEnable()
    {
        InputActions.Enable();
    }
    private void OnDisable()
    {
        InputActions.Disable();
    }

    void LateUpdate()
    {
        UpdateFocusPoint();
        Quaternion lookRotation;
        if (ManualRotation() || AutomaticRotation())
        {
            ConstrainAngles();
            lookRotation = Quaternion.Euler(orbitAngles);
        }
        else
        {
            lookRotation = transform.localRotation;
        }

        Vector3 lookDirection = lookRotation * Vector3.forward;
        Vector3 lookPosition = focusPoint - lookDirection * distance;

        Vector3 rectOffset = lookDirection * regularCamera.nearClipPlane;
        Vector3 rectPosition = lookPosition + rectOffset;
        Vector3 castFrom = focus.position;
        Vector3 castLine = rectPosition - castFrom;
        float castDistance = castLine.magnitude;
        Vector3 castDirection = castLine / castDistance;

        if (Physics.BoxCast(
            castFrom, CameraHalfExtends, castDirection, out RaycastHit hit,
            lookRotation, castDistance, obstructionMask
        ))
        {
            rectPosition = castFrom + castDirection * hit.distance;
            lookPosition = rectPosition - rectOffset;
        }

        transform.SetPositionAndRotation(lookPosition, lookRotation);
    }

    void UpdateFocusPoint()
    {
        previousFocusPoint = focusPoint;
        Vector3 targetPoint = focus.position;
        if (focusRadius > 0f)
        {
            float distance = Vector3.Distance(targetPoint, focusPoint);
            float t = 1f;
            if (distance > 0.01f && focusCentering > 0f)
            {
                t = Mathf.Pow(1f - focusCentering, Time.unscaledDeltaTime);
            }
            if (distance > focusRadius)
            {
                t = Mathf.Min(t, focusRadius / distance);
            }
            focusPoint = Vector3.Lerp(targetPoint, focusPoint, t);
        }
        else
        {
            focusPoint = targetPoint;
        }
    }

    bool ManualRotation()
    {
        Vector2 input = new Vector2(-AxisInput.y, AxisInput.x);
        //Vector2 input = new Vector2(-1, 1);
        const float e = 0.001f;
        if (input.x < -e || input.x > e || input.y < -e || input.y > e)
        {
            orbitAngles += rotationSpeed * Time.unscaledDeltaTime * input;
            lastManualRotationTime = Time.unscaledTime;
            return true;
        }
        return false;
    }

    bool AutomaticRotation()
    {
        if (Time.unscaledTime - lastManualRotationTime < alignDelay)
        {
            return false;
        }

        Vector2 movement = new Vector2(
            focusPoint.x - previousFocusPoint.x,
            focusPoint.z - previousFocusPoint.z
        );
        float movementDeltaSqr = movement.sqrMagnitude;
        if (movementDeltaSqr < 0.0001f)
        {
            return false;
        }

        float headingAngle = GetAngle(movement / Mathf.Sqrt(movementDeltaSqr));
        float deltaAbs = Mathf.Abs(Mathf.DeltaAngle(orbitAngles.y, headingAngle));
        float rotationChange =
            rotationSpeed * Mathf.Min(Time.unscaledDeltaTime, movementDeltaSqr);
        if (deltaAbs < alignSmoothRange)
        {
            rotationChange *= deltaAbs / alignSmoothRange;
        }
        else if (180f - deltaAbs < alignSmoothRange)
        {
            rotationChange *= (180f - deltaAbs) / alignSmoothRange;
        }
        orbitAngles.y =
            Mathf.MoveTowardsAngle(orbitAngles.y, headingAngle, rotationChange);
        return true;
    }

    void ConstrainAngles()
    {
        orbitAngles.x =
            Mathf.Clamp(orbitAngles.x, minVerticalAngle, maxVerticalAngle);

        if (orbitAngles.y < 0f)
        {
            orbitAngles.y += 360f;
        }
        else if (orbitAngles.y >= 360f)
        {
            orbitAngles.y -= 360f;
        }
    }

    static float GetAngle(Vector2 direction)
    {
        float angle = Mathf.Acos(direction.y) * Mathf.Rad2Deg;
        return direction.x < 0f ? 360f - angle : angle;
    }
}

You will need to declare Actions for those at the moment or switch to mouse position.
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.0/manual/Migration.html#getAxis

Thank you for your response,
I have already seen this doc, but I still run into some errors. Also, as far as I know mouse position will not work since i lock the mouse to the center of the screen. I wanted to switch to the new system, so the player can adjust the mouse sensitivity. Maybe you know a solution how to do that with the old system?