Terrain moving away

Hello,

I have created a terrain of some dimension and attached a camera, on its top.

My intension is to orbit/pan/zoom the camera in the same script.
I am using this script:

using UnityEngine;
using System.Collections;

[AddComponentMenu("Camera-Control/3dsMax Camera Style")]
public class maxCamera : MonoBehaviour
{
   public Transform target;
   public Vector3 targetOffset;
   public float distance = 5.0f;
   public float maxDistance = 20;
   public float minDistance = .6f;
   public float xSpeed = 200.0f;
   public float ySpeed = 200.0f;
   public int yMinLimit = -80;
   public int yMaxLimit = 80;
   public int zoomRate = 40;
   public float panSpeed = 0.3f;
   public float zoomDampening = 5.0f;

   private float xDeg = 0.0f;
   private float yDeg = 0.0f;
   private float currentDistance;
   private float desiredDistance;
   private Quaternion currentRotation;
   private Quaternion desiredRotation;
   private Quaternion rotation;
   private Vector3 position;

   void Start() { Init(); }
   void OnEnable() { Init(); }

   public void Init()
   {
     //If there is no target, create a temporary target at 'distance' from the                  cameras current viewpoint
    if (!target)
    {
        GameObject go = new GameObject("Cam Target");
        go.transform.position = transform.position + (transform.forward * distance);
        target = go.transform;
    }

    distance = Vector3.Distance(transform.position, target.position);
    currentDistance = distance;
    desiredDistance = distance;
           
    //be sure to grab the current rotations as starting points.
    position = transform.position;
    rotation = transform.rotation;
    currentRotation = transform.rotation;
    desiredRotation = transform.rotation;
   
    xDeg = Vector3.Angle(Vector3.right, transform.right );
    yDeg = Vector3.Angle(Vector3.up, transform.up );
}

/*
 * Camera logic on LateUpdate to only update after all character movement logic has been handled.
 */
void LateUpdate()
{
    // If Control and Alt and Middle button? ZOOM!
    if (Input.GetMouseButton(2)) //&& Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
    {
        desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate*0.125f * Mathf.Abs(desiredDistance);
    }
    // If middle mouse and left alt are selected? ORBIT
	
	else if (Input.GetMouseButton(2))
    {
        //grab the rotation of the camera so we can move in a psuedo local XY space
        target.rotation = transform.rotation;
        target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
        target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
    }

	
    else if (Input.GetMouseButton(0))  //&& Input.GetKey(KeyCode.LeftAlt))
    {
        xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
        yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;

        ////////OrbitAngle

        //Clamp the vertical axis for the orbit
        yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
        // set camera rotation
        desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
        currentRotation = transform.rotation;
       
        rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
        transform.rotation = rotation;
    }
    // otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
 /*   else if (Input.GetMouseButton(2))
    {
        //grab the rotation of the camera so we can move in a psuedo local XY space
        target.rotation = transform.rotation;
        target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
        target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
    }*/

    ////////Orbit Position

    // affect the desired Zoom distance if we roll the scrollwheel
    desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
    //clamp the zoom min/max
    desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
    // For smoothing of the zoom, lerp distance
    currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);

    // calculate position based on the new currentDistance
    position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
    transform.position = position;
}

private 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);
}

}

But the terrain is going away from the view, or the camera is moving upwards. What is the problem? Should I manipulate something in the inspector? Any suggestions?

My bad. I had not given the “Target” properly in the script. I got it.