Rotating Camera (I need help)

Hey guys,

First of all sorry if my english sucks, i am from germany.

I have almost no scripting skills, so making a camera script is pretty hard (almost impossible) for me.
That is what i am thinking about:

8798-icanhavehelpplz.jpg

So if anyone could help me, that would be great.

PS: The camera should move, when i am holding the right mouse button.

So far I’ve been exploring about camera scripting on the Asset Store. One solution I found was from the Camera Orbit Tool where you parent your camera to an empty game object and rotate that game object instead of the camera. This will give a distance between the camera and the object that the camera is orbiting just like what you have illustrated.

This is the mouse orbit script that comes with Unity:

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 ((Input.GetMouseButton(1) || Input.GetMouseButton(2)) && 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(0.0, 0.0, -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);
}