smooth follow C#

Hi there!
I’d like to have a SmoothFollow script for first-person camera written on C# and I’ve found the original Js script there, but I don’t know how to rewrite it on C#.
Help, please!

Converted to C# and working!

// Converted from UnityScript to C# at http://www.M2H.nl/files/js_to_c.php - by Mike Hergaarden

using UnityEngine;
using System.Collections;

// Place the script in the Camera-Control group in the component menu
[AddComponentMenu("Camera-Control/Smooth Follow CSharp")]

public class SmoothFollowCSharp : MonoBehaviour
{
	/*
	This camera smoothes out rotation around the y-axis and height.
	Horizontal Distance to the target is always fixed.
	
	There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.
	
	For every of those smoothed values we calculate the wanted value and the current value.
	Then we smooth it using the Lerp function.
	Then we apply the smoothed values to the transform's position.
	*/

	// The target we are following
	public Transform target;
	// The distance in the x-z plane to the target
	public float distance = 10.0f;
	// the height we want the camera to be above the target
	public float height = 5.0f;
	// How much we 
	public float heightDamping = 2.0f;
	public float rotationDamping = 3.0f;

	void  LateUpdate ()
	{
		// Early out if we don't have a target
		if (!target)
			return;
	
		// Calculate the current rotation angles
		float wantedRotationAngle = target.eulerAngles.y;
		float wantedHeight = target.position.y + height;
		float currentRotationAngle = transform.eulerAngles.y;
		float currentHeight = transform.position.y;
	
		// Damp the rotation around the y-axis
		currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

		// Damp the height
		currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

		// Convert the angle into a rotation
		Quaternion currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
	
		// Set the position of the camera on the x-z plane to:
		// distance meters behind the target
		transform.position = target.position;
		transform.position -= currentRotation * Vector3.forward * distance;

		// Set the height of the camera
		transform.position = new Vector3(transform.position.x, currentHeight, transform.position.z);
	
		// Always look at the target
		transform.LookAt (target);
	}
}

using UnityEngine;
using System.Collections;

[AddComponentMenu("Camera/3RDPerson Camera")]
public class PlayerCamera : MonoBehaviour {
	
	public Transform target;
	// The distance in the x-z plane to the target
	public float distance = 15;
	// the height we want the camera to be above the target
	public float height = 5;
	// How much we 
	public float heightDamping = 3;
	public float rotationDamping = 3;

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
		if (target){
			// Calculate the current rotation angles
			float wantedRotationAngle = target.eulerAngles.y;
			float wantedHeight = target.position.y + height;
				
			float currentRotationAngle = transform.eulerAngles.y;
			float currentHeight = transform.position.y;
			
			// Damp the rotation around the y-axis
			currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
		
			// Damp the height
			currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
		
			// Convert the angle into a rotation
			Quaternion currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
			
			// Set the position of the camera on the x-z plane to:
			// distance meters behind the target
			
			Vector3 pos = target.position;
			pos -= currentRotation * Vector3.forward * distance;
			pos.y = currentHeight;
			transform.position = pos;
			
			
			// Always look at the target
			transform.LookAt (target);
		}
	}
	
	
}