Convert Js yo C#

How do I convert the script below to C#
It’s a script for a third person Camera

var target : Transform;
var distance = 10.0;

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -20;
var yMaxLimit = 80;

var xOffset = 0.0;
var yOffset = 0.0;

private var x = 0.0;
private var y = 0.0;

@script AddComponentMenu("Camera-Control/Mouse Orbit")

function Start () {
    var angles = transform.eulerAngles;
    x = angles.y;
    y = angles.x;

    // Make the rigid body not change rotation
    if (GetComponent.<Rigidbody>())
        GetComponent.<Rigidbody>().freezeRotation = true;
}

function LateUpdate () {
    if (target) {
        x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
        y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
 		
        y = ClampAngle(y, yMinLimit, yMaxLimit);
 		       
        var rotation = Quaternion.Euler(y, x, 0);
        var position = rotation * Vector3(xOffset, yOffset, -distance) + target.position;
        
        transform.rotation = rotation;
        transform.position = position;
    }
}

static function ClampAngle (angle : float, min : float, max : float) {
    if (angle < -360)
        angle += 360;
    if (angle > 360)
        angle -= 360;
    return Mathf.Clamp (angle, min, max);
}

I want to be able to reference the xSpeed and ySpeed variables through my other script which is C#.
Please help :cry:

Well since you have a C# script at hand you can take a look at the syntax and apply it to this script.

Then replace position.x by position.z. You can use Mathf.Random(0,2) and use the value you obtain with it to assign the position of your gameObject to the position of Example1 or Example2 (which are public gameObject you can assign in your inspector).

1 Answer

1

Here you go, I converted it and made sure there were no errors, but I didn’t test it.

using UnityEngine;

[AddComponentMenu("Camera-Control/Mouse Orbit")]
public class ThirdPersonCamera : MonoBehaviour {
	public Transform target;
	public float distance = 10f;

	public float xSpeed = 250f;
	public float ySpeed = 120f;

	public int yMinLimit = -20;
	public int yMaxLimit = 80;

	public float xOffset;
	public float yOffset;

	float x;
	float y;

	void Start(){
		Vector3 angles = transform.eulerAngles;
		x = angles.y;
		y = angles.x;
		if (GetComponent<Rigidbody>())
			GetComponent<Rigidbody>().freezeRotation = true;
	}

	void LateUpdate(){
		if(!target) return;
		x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
		y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
		y = ClampAngle(y, yMinLimit, yMaxLimit);
		Quaternion rotation = Quaternion.Euler(y, x, 0);
		Vector3 position = rotation * new Vector3(xOffset, yOffset, -distance) + target.position;
		transform.rotation = rotation;
		transform.position = position;
	}

	public static float ClampAngle(float angle, float min, float max){
		if(angle < -360)
			angle += 360;
		if(angle > 360)
			angle -= 360;
		return Mathf.Clamp(angle, min, max);
	}
}

:slight_smile:

Big Thanks Man, Works Perfectly I'll be sure to thank you again inside my game's credit sequence :D

thank you!