how make this script follow a target.

Hi and good night or day :slight_smile:
Please i need to know how I can make this script follow a target.
/*
Touch Orbit
Programmed by: Randal J. Phillips (Caliber Mengsk)

Original Creation Date: 12/16/2011
Last Updated:                   12/16/2011
 
Desctiption:
        Simple orbit by one touch and drag, as well as pinch to zoom with two fingers.
 
*/
 var target : Transform;
var x:float;
var y:float;
 
var xSpeed:float;
var ySpeed:float;
 
var pinchSpeed:float;
 
var distance:float = 10;
 
var minimumDistance:float = 5;
var maximumDistance:float = 100;
 
private var touch:Touch;
private var lastDist:float = 0;
private var curDist:float = 0;
 
private var gameCamera:Camera;
 
 
function Start ()

 {
 gameCamera = Camera.mainCamera;
 

    }



 
function Update ()
{
        if (Input.GetKeyDown(KeyCode.Escape))
        {
                Application.Quit();
        }
       
        if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)
        {
                //One finger touch does orbit
                touch = Input.GetTouch(0);
                x += touch.deltaPosition.x * xSpeed * 0.02;
                y -= touch.deltaPosition.y * ySpeed * 0.02;
        }
        if (Input.touchCount > 1 && (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved))
        {
                //Two finger touch does pinch to zoom
                var touch1 = Input.GetTouch(0);
                var touch2 = Input.GetTouch(1);
                curDist = Vector2.Distance(touch1.position, touch2.position);
                if(curDist > lastDist)
                {
                        distance += Vector2.Distance(touch1.deltaPosition, touch2.deltaPosition)*pinchSpeed/10;
                }else{
                        distance -= Vector2.Distance(touch1.deltaPosition, touch2.deltaPosition)*pinchSpeed/10;
                }
 
                lastDist = curDist;
        }
       
        if(distance <= minimumDistance)
        {
                //minimum camera distance
                distance = minimumDistance;
        }
       
        if(distance >= maximumDistance)
        {
                //maximum camera distance
                distance = maximumDistance;
        }
       
       
        //Sets rotation
        var rotation = Quaternion.Euler(y, x, 0);
       
        //Sets zoom
        var position = rotation * Vector3(0.0, 0.0, -distance) + Vector3(0,0,0);
       
        //Applies rotation and position
        transform.rotation = rotation;
        transform.position = position;
}
 
function OnGUI()
{
        //Simple output to display the distance from the center
        GUI.Label(Rect(0,0,Screen.width, Screen.height),distance.ToString());
}

I am using something like that (c#), I think it’s easy to adapt:

GameObject target;
float rotateSpeed = 5.0f;
float moveSpeed = 5.0f;

void Update() {
  // Rotate to the target
  Quaternion rotation = Quaternion.LookRotation(target.transform.position - transform.position);
  transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotateSpeed);
  // Then move forward
  transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed);
}