FirstScene.Update C# (CSharp) Method

Update() private method

private Update ( ) : void
return void
    void Update()
    {
        // D/N
        this.actual_time = (this.actual_time + Time.deltaTime) % this.cycleTime;
        // intensity setting
        this.sun.intensity = -4 * (this.actual_time % this.cycleTime / this.cycleTime * 2) * (this.actual_time % this.cycleTime / this.cycleTime * 2) + 4 * (this.actual_time % this.cycleTime / this.cycleTime * 2);
        // position du soleil
        this.sun.transform.position = Orbit(this.actual_time);
        this.sun.transform.LookAt(gameObject.transform);

        // Sound
        this.cdMusic -= Time.deltaTime;
        if (this.cdMusic <= 0)
        {
            this.source.PlayOneShot(this.clipMenu, 1f);
            this.cdMusic = 112f;
        }

        if (this.onChar)
        {
            if (Vector3.Distance(this.cam.transform.position, this.camAim.transform.position) > this.acceptance * this.speed / 1.2f )
            {
                this.cam.transform.rotation = Quaternion.Lerp(this.cam.transform.rotation, this.camAim.transform.rotation, 0.08f);
                cam.transform.Translate((this.camAim.transform.position - cam.transform.position).normalized * this.speed, Space.World);
            }
            else
            {
                this.speed = 0.05f;
                Quaternion lastrot = this.cam.transform.rotation;
                this.cam.transform.LookAt(this.camAim.transform.GetChild(0));
                Quaternion newrot = this.cam.transform.rotation;
                this.cam.transform.rotation = Quaternion.Lerp(lastrot, newrot, 0.1f);
            }
        }
        else if (this.goingback)
        {
            this.speed = 1.2f;
            if (Vector3.Distance(this.cam.transform.position, this.backpos) > this.acceptance)
            {
                cam.transform.Translate((this.backpos - cam.transform.position).normalized * 1.2f, Space.World);
                this.cam.transform.rotation = Quaternion.Lerp(this.cam.transform.rotation, this.backrot, 0.1f);
            }
            else
                this.goingback = false;
        }
        else
        {
            // Camera

            cam.transform.Translate(Vector3.forward * this.camSpeed);

            //choose the rot;
            Quaternion lastrot = this.cam.transform.rotation;
            this.cam.transform.LookAt(this.step.transform);
            Quaternion newrot = this.cam.transform.rotation;
            this.cam.transform.rotation = Quaternion.Lerp(lastrot, newrot, 0.01f);

            if (Vector3.Distance(this.cam.transform.position, this.step.transform.position) <= this.acceptance)
            {
                this.step = this.step.GetComponent<FSPath>().NextStep;
                if (this.step.GetComponent<FSPath>() == null)
                    this.step = this.fistStep;
            }
            this.backpos = this.cam.gameObject.transform.position;
            this.backrot = this.cam.gameObject.transform.rotation;
        }
    }