RTS camera Controles
I got the basics made of an RTS camera it can move, zoom and rotate. when I rotate the camera in the other direction my camera controls become inverted the up arrow key sends it backward and vice versa
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Tcam : MonoBehaviour {
 
 
     //direction
     public float speed = 7f;
     public float maxZoom = 5f;
     public float minZoom = 30f;
     public float curentZoom = 25f;
 
     //rotation
     public float minX = -360.0f;
     public float maxX = 360.0f;
 
     public float minY = -45.0f;
     public float maxY = 45.0f;
 
     public float sensX = 100.0f;
     public float sensY = 100.0f;
 
     float rotationY = 0.0f;
     float rotationX = 0.0f;
 
     public float mSpeed = 7f;
 
 
     // Use this for initialization
     void Start() {
         curentZoom = GetComponent<Transform>().position.y;
     }
 
     // Update is called once per frame
     void Update() {
 
         //basic movment
         if (Input.GetKey(KeyCode.RightArrow))
         {
             transform.position += Vector3.right * speed * Time.deltaTime;
         }
         if (Input.GetKey(KeyCode.LeftArrow))
         {
             transform.position += Vector3.left * speed * Time.deltaTime;           
         }
         if (Input.GetKey(KeyCode.UpArrow))
         {
             transform.position += Vector3.forward * speed * Time.deltaTime;
         }
       if (Input.GetKey(KeyCode.DownArrow))
         {
             transform.position += Vector3.back * speed * Time.deltaTime;
         }
 
 
             //zoom
             if (Input.GetAxis("Mouse ScrollWheel") > 0)
             {
                 //zoom in
                 if (curentZoom > maxZoom)
                 {
                     GetComponent<Transform>().position = new Vector3(transform.position.x, transform.position.y - .3f, transform.position.z + .1f);
                     curentZoom = GetComponent<Transform>().position.y;
                 }
             }
 
             if (Input.GetAxis("Mouse ScrollWheel") < 0)
             {
                 //zoom out
                 if (curentZoom < minZoom)
                 {
                     GetComponent<Transform>().position = new Vector3(transform.position.x, transform.position.y + .3f, transform.position.z - .1f);
                     curentZoom = GetComponent<Transform>().position.y;
                 }
             }
 
 
             //rotation
             if (Input.GetMouseButton(0))
             {
                 rotationX += Input.GetAxis("Mouse X") * sensX * Time.deltaTime;
                 rotationY += Input.GetAxis("Mouse Y") * sensY * Time.deltaTime;
                 rotationY = Mathf.Clamp(rotationY, minY, maxY);
                 transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
             }
 
         }
 
 
 
 
     }
 
 
              
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