"math.atan2" is indeed the right answer
But to be more specific, but still with zero code -
I was confused on how to go about making a player face towards the mouse
The "player" isn't special. The "mouse" isn't special. If you think about it in those terms you'll be looking for a "PlayerLookAtMouseComponent" on the Unity store.
Simplify and generalise. You have an object at point A which you want to rotate to face point B. It doesn't matter if B is the mouse position, the centre of the screen, the end effector of a robot arm, or the centroid of a complex polygon - it's just a point.
If we assume that the object (player) initially faces right (+X), and rotates anticlockwise from there, it's a really simple trig problem.
- one.png (3.13 KiB) Viewed 4895 times
Simply apply SOHCAHTOA. The tangent of α is the opposite divided by the adjacent, or (yB-yA)/(xB-xA). So α=atan((yB-yA)/(xB-xA))
This only deals with one quadrant though. The point B can be in the top-right (where it is) but also top-left, bottom-left and bottom-right. The arctangent only returns value between -pi/2 and pi/2, so clearly we don't have the full picture. Another "gotcha" is the division - if A is directly above or below B, (xB-xA) will be zero, so the division won't be possible to do.
It might be worth working out each of these special cases and making your own function to handle them, just to understand how it works. However you don't need to - virtually all programming languages these days have atan2 built in, which handles them all for you.
α=atan2(yB-yA,xB-xA)