[Resolved] problem with Script for Rotate Camera and player

Hi Dears,

I found following script for move my camera in game.
Main Character (player) rotates according to the rotation of the camera.
But when I press “W” or “Up Arrow” and character move forward, camera is locked and i can move only in up/down, not in right/left.
Could you tell me why? I trying modify this script but I cant find this moment which block it.
Thanks for any help

    void Start()
    {
        Vector3 Angles = transform.eulerAngles;
        x = Angles.x;
        y = Angles.y;
        currentDistance = distance;
        desireDistance = distance;
        correctedDistance = distance;
    }

    void LateUpdate()
    {
        x += Input.GetAxis("Mouse X") * mouseXSpeedMod;
        y += Input.GetAxis("Mouse Y") * mouseYSpeedMod;

        if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0)
        {
            float targetRotantionAngle = CameraTarget.eulerAngles.y;
            float cameraRotationAngle = transform.eulerAngles.y;
            x = Mathf.LerpAngle(cameraRotationAngle, targetRotantionAngle, lerpRate * Time.deltaTime);
        }

        y = ClampAngle(y, -15, 25);
        Quaternion rotation = Quaternion.Euler(y, x, 0);

        desireDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * ZoomRate * Mathf.Abs(desireDistance);
        desireDistance = Mathf.Clamp(desireDistance, MinViewDistance, MaxViewDistance);
        correctedDistance = desireDistance;

        Vector3 position = CameraTarget.position - (rotation * Vector3.forward * desireDistance);

        RaycastHit collisionHit;
        Vector3 cameraTargetPosition = new Vector3(CameraTarget.position.x, CameraTarget.position.y + cameraTargetHeight, CameraTarget.position.z);

        bool isCorrected = false;
    
        if (Physics.Linecast(cameraTargetPosition, position, out collisionHit))
        {
            position = collisionHit.point;
            correctedDistance = Vector3.Distance(cameraTargetPosition, position);
            isCorrected = true;
        }

        currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp(currentDistance, correctedDistance, Time.deltaTime * ZoomRate) : correctedDistance;


        position = CameraTarget.position - (rotation * Vector3.forward * currentDistance + new Vector3(0, -cameraTargetHeight, 0));

        transform.rotation = rotation;
        transform.position = position;

        float cameraX = transform.rotation.x;
        CameraTarget.eulerAngles = new Vector3(cameraX, transform.eulerAngles.y, transform.eulerAngles.z);
    }

RESOLVED:

Problem fixed by comment following lines:

//if (Input.GetAxis(“Vertical”) != 0 || Input.GetAxis(“Horizontal”) != 0)
//{
// float targetRotantionAngle = CameraTarget.eulerAngles.y;
// float cameraRotationAngle = transform.eulerAngles.y;
// x = Mathf.LerpAngle(cameraRotationAngle, targetRotantionAngle, lerpRate * Time.deltaTime);
//}

Post for close.