(SOLVED) 2d move camera one way

Hello! I have been trying to get my camera to only move up in Y and i finally got it. But one issue still exists; the player pushes the camera up when it hits the middle of the camera and I want it to push the camera when it is almost at the top. Any suggestions?

using UnityEngine;
using System.Collections;

public class CameraMovement : MonoBehaviour
{
    public Transform target;

    [SerializeField]
    private float xMin;
    [SerializeField]
    private float xMax;
    [SerializeField]
    private float yMin;
    [SerializeField]
    private float yMax;

    void Start()
    {
        target = GameObject.Find ("PlayerOne").transform;
        //player = FindObjectOfType<Movement> ();
        //isFollowing = true;
    }

    // Update is called once per frame
    void LateUpdate ()
    {
        float currentHeight = target.position.y;
        if (currentHeight > yMin)
        {
            yMin = currentHeight;
        }
        transform.position = new Vector3 (Mathf.Clamp (target.position.x, xMin, xMax), Mathf.Clamp (target.position.y, yMin, yMax), transform.position.z);
    }
}

if I write this instead the player moves the camera upwards when it is much lower than half the camera size but if i change it to -10 or -20 it still pushed the camera when it reaches the middle not the top.

float currentHeight = target.position.y + 10;

Alright I fixed it myself, lol. This is what I did:

using UnityEngine;
using System.Collections;

public class CameraMovement : MonoBehaviour
{
    public Transform target;

    public float yOffset;

    [SerializeField]
    private float xMin;
    [SerializeField]
    private float xMax;
    [SerializeField]
    private float yMin;
    [SerializeField]
    private float yMax;

    void Start()
    {
        target = GameObject.Find ("PlayerOne").transform;
    }
       
    void LateUpdate ()
    {
        transform.position = new Vector3 (Mathf.Clamp (target.position.x, xMin, xMax),Mathf.Max(Mathf.Clamp (target.position.y + yOffset, yMin, yMax),transform.position.y), transform.position.z);
    }
}