Rotate Camera Collision

Hello Unity3D.I have a problem with Camera collision.My problem is that i want to make the camera move and rotate to specific positions and the code that i wrote only changes the position of the camera.But i want the position AND the rotate so that the camera rotates on the y-axis something like a 45-90 degrees.If anyone knows how i can do this.Can you please tell me how?Because i can’t find it anywhere for some reason.

Here’s the Script

#pragma strict

var setOnFire : ParticleSystem;
var player :Transform;
var speed = 30;
var pushPower = 2.0;
var sceneCam : GameObject;
sceneCam = GameObject.Find("MainCam");
function Start ()
{
	setOnFire.Stop();
}

function OnTriggerEnter (Col : Collider)
{

	if(Col.tag == "Player")
	if(!animation.IsPlaying("Reverse_Crescent"))
	if(!animation.IsPlaying("Wing_Chun_Punch"))
	if(!animation.IsPlaying("Wing_Chun_Punch_2"))
	if(!animation.IsPlaying("Wing_Chun_Punch_3"))
	if(!animation.IsPlaying("Wing_Chun_Punch_4"))
	if(!animation.IsPlaying("Wing_Chun_Punch_5"))
	if(!animation.IsPlaying("Flurries"))
	if(!animation.IsPlaying("Spinning_back_kick"))
	if(!animation.IsPlaying("Spinning_back_kick2"))
	if(!animation.IsPlaying("Jump_Spinning_Back_Kick"))
	if(!animation.IsPlaying("Astral_Ball"))
	if(!animation.IsPlaying("Kick_Combo"))
	if(!animation.IsPlaying("Kick"))
	if(!animation.IsPlaying("Kick2"))
	if(!animation.IsPlaying("Chain_Punches"))
	if(!animation.IsPlaying("punch1"))
	if(!animation.IsPlaying("punch2"))
	if(!animation.IsPlaying("punch3"))
	if(!animation.IsPlaying("punch4"))
	if(!animation.IsPlaying("punch5"))
	if(!animation.IsPlaying("Sidekick"))
	animation.Play("Hit1");
	sceneCam.transform.position = Vector3(2.456752, 1.770302,-1.047782);
	sceneCam.transform.localPosition = Vector3(0.09087142, -0.4796396, 0.0500228);
	animation["Hit1"].speed=1;


	{
		setOnFire.Play();
	}
}

Are you trying to animate the move, or just straight up rotate it? You can alter the eulerAngle property of the transform to make an explicit rotation, or you can use Rotate if you want it to be relative to its current rotation.