Y forward on rotation not X

I found this script on the forums which works for what I need but it sets up the X to look at the object while I need -Y to look at the object.

Anyone know what set up I could use to change this??

private var mousePos : Vector2;
   
   
private var screenPos : Vector3;
 
    function Update () {
    mousePos = Input.mousePosition;
    screenPos = Camera.main.ScreenToWorldPoint(Vector3(mousePos.x, mousePos.y, transform.position.z - Camera.main.transform.position.z));
 
    transform.rotation.eulerAngles.z = Mathf.Atan2((screenPos.y - transform.position.y), (screenPos.x - transform.position.x))*Mathf.Rad2Deg;
    }

Replace line 10 with:

var  angle = Mathf.Atan2((screenPos.y - transform.position.y), (screenPos.x - transform.position.x))*Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle + 90.0, Vector3.forward);