Move Object to Camera's position

Another question guys, So 2 things :

  • The BLACK line represents the way I want it to move
  • The YELLOW line represents the way it moves with the script below. Which is actually target.transform.position.x += 0.1 ; target.transform.position.x -= 0.1 ;

CubeMovement

What I want to do it to move the cube to the Camera's X and Z axis. I thought about a method to distract the Camera's X an Z position from Cube's X and Z position and add to it +1 or something like that, I'd like to hear ur methods, I don't care to get a psuedo code, but most important to me that I'll understand how it HAS to work and implement that on my own. ThankIA.

var target : Transform;
var distance = 10.0;

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -20;
var yMaxLimit = 80;

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 (rigidbody)
        rigidbody.freezeRotation = true;
}

function LateUpdate () {
    if (target && Input.GetButton("Fire2")) {
        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(0.0, 0.0, -distance) + target.position;

        transform.rotation = rotation;
        transform.position = position;
    }
    if(Input.GetAxis("Mouse ScrollWheel") > 0)
    {
            target.transform.position.x += 0.1 ;
    }
        if(Input.GetAxis("Mouse ScrollWheel") < 0)
    {
            target.transform.position.x -= 0.1 ;
    }

}

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);
}

Solved.

Edited MouseLook.cs

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add a rigid body to the capsule
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSWalker script to the capsule

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;

    public float minimumX = -360F;
    public float maximumX = 360F;

    public float minimumY = -60F;
    public float maximumY = 60F;

    float rotationX = 0F;
    float rotationY = 0F;

    Quaternion originalRotation;

    public Transform Horse; //Yoor model

    void Update ()
    {

        if (axes == RotationAxes.MouseXAndY && Input.GetButton("Fire2"))
        {
            // Read the mouse input axis
            Horse.Rotate(0,Input.GetAxis("Mouse X") * sensitivityX,0); // Your model rotation
        //  rotationX += Input.GetAxis("Mouse X") * sensitivityX;
    //      rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

            rotationX = ClampAngle (rotationX, minimumX, maximumX);
        //  rotationY = ClampAngle (rotationY, minimumY, maximumY);

            Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
        //  Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);

            transform.localRotation = originalRotation * xQuaternion;
        }
        else if (axes == RotationAxes.MouseX)
        {
            Horse.Rotate(0,Input.GetAxis("Mouse X") * sensitivityX,0);
            //rotationX += Input.GetAxis("Mouse X") * sensitivityX;
            rotationX = ClampAngle (rotationX, minimumX, maximumX);

            Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
            transform.localRotation = originalRotation * xQuaternion;
        }
        else
        {
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = ClampAngle (rotationY, minimumY, maximumY);

            Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
            transform.localRotation = originalRotation * yQuaternion;
        }
    }

    void Start ()
    {
        Screen.lockCursor = true;
        // Make the rigid body not change rotation
        if (rigidbody)
            rigidbody.freezeRotation = true;
        originalRotation = transform.localRotation;
    }

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

Zoom.js

function Update () {
        if (Input.GetKey (KeyCode.Alpha2))
        {
            Camera.main.transform.position.z = Camera.main.transform.position.z + 0.1;
        }
        if (Input.GetKey (KeyCode.Alpha1))
        {
            Camera.main.transform.position.z = Camera.main.transform.position.z - 0.1;
        }
}