What is RotationAxes.MouseXAndY?

Hi guys

I’m trying to understand what the RotationAxes.MouseXAndY is in a MouseLook script. I find the rotationAxes is initialised as RotationAxes.MouseXAndY, and never be updated again. However, how does it work if the rotationAxes’ value never changed ?

This is the script,
public class MouseLook : MonoBehaviour
{

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;  // get initialised here
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;

    public float minimumX = -360F;
    public float maximumX = 360F;

    public float minimumY = -60F;
    public float maximumY = 60F;

    float rotationY = 0F;

    public float mouseX;
    public float mouseY;

    void Update()
    {
        if (networkView.isMine)
        {
            if (Screen.lockCursor)
            {
                mouseX = Input.GetAxis("Mouse X");
                mouseY = Input.GetAxis("Mouse Y");
            }
            else
            {
                mouseX = 0;
                mouseY = 0;
            }
            if (axes == RotationAxes.MouseXAndY) // Check in the if but the value never change....
            {
                float rotationX = transform.localEulerAngles.y + mouseX * sensitivityX;

                rotationY += mouseY * sensitivityY;
                rotationY = Mathf.Clamp(-rotationY, minimumY, maximumY);

                transform.localEulerAngles = new Vector3(rotationY, rotationX, 0);
            }
            else if (axes == RotationAxes.MouseX)
            {
                transform.Rotate(0, mouseX * sensitivityX, 0);
            }
            else
            {
                rotationY += mouseY * sensitivityY;
                rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);

                transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);

            }
        }
        else
        {
            this.enabled = false;
        }
    }

    void Start()
    {
        // Make the rigid body not change rotation
        if (rigidbody)
            rigidbody.freezeRotation = true;
        if (!networkView.isMine) this.enabled = false;
    }
}

This works as configuration, which can be edited in the inspector[34696-qq截图20141103144145.png|34696]