Roll-A-Ball camera(Cinemachine)-based movement

I’m trying to expand a Roll-A-Ball game from the tutorial, and the first thing I wanted to do was add a controllable camera - achieved with Cinemachine - but the input still moves along the X and Z axis, not based on the camera’s look direction. Can anyone help? Here’s the PlayerController script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using TMPro;

public class PlayerController : MonoBehaviour
{
    public float speed = 0;
    public TextMeshProUGUI countText;
    public GameObject winTextObject;

    private Rigidbody rb;
    private int Count;
    private float movementX;
    private float movementY;

    [SerializeField] Transform Camera;
    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody>();
        Count = 0;

        SetCountText();
        winTextObject.SetActive(false);
    }

    void OnMove(InputValue movementValue)
    {
        Vector2 movementVector = movementValue.Get<Vector2>();

        movementX = movementVector.x;
        movementY = movementVector.y;
    }

    void SetCountText()
    {
        countText.text = "Dice: " + Count.ToString();
        if(Count >= 12)
        {
            winTextObject.SetActive(true);

            //Destroy Enemy
            GameObject[] gos = GameObject.FindGameObjectsWithTag("Enemy");
            foreach (GameObject go in gos)
                Destroy(go);
        }
    }
    void FixedUpdate()
    {
        Vector3 movement = new Vector3 (movementX, 0.0f, movementY);

        rb.AddForce(movement * speed);
    }

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.CompareTag("Enemy"))
        {
            // Destroy the current object
            Destroy(gameObject);

            // Set the text to "You Lose!"
            winTextObject.gameObject.SetActive(true);
            winTextObject.GetComponent<TextMeshProUGUI>().text = "You Lose!";
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("PickUp"))
        {
            other.gameObject.SetActive(false);
            Count = Count + 1;

            SetCountText();
        }
    }

}