what I need is to have the player shoot a rocket at a target using a movable cross-hair cursor. (think "Missile Command") But the rocket has to follow the curve of the planet for a short distance (to the edge of the visible horizon) using the left mouse button(rapid fire if held down). How much would you charge for this script?

the large saucers (bad guys) are sucking the "energy" from the planet (and don't move)



To make the player ship follow the planet surface I'm using a script that i got from this post:
http://forum.unity3d.com/viewtopic.p...planet&start=0


Code:  
  1. using UnityEngine;
  2. using System.Collections;
  3.  
  4. public class OrbitPlanet : MonoBehaviour {
  5.    public float rotationSpeed = 120.0f;
  6.    public float translationSpeed = 10.0f;
  7.    public float height = 2.0f;          //height from ground level
  8.    private Transform centre;            //transform for planet
  9.    private float radius;               //calculated radius from collider
  10.    public SphereCollider planet;         //collider for planet
  11.  
  12.    void Start () {
  13.       //consider scale applied to planet transform (assuming uniform, just pick one)
  14.       radius = planet.radius * planet.transform.localScale.y;
  15.       centre = planet.transform;
  16.       //starting position at north pole
  17.       transform.position = centre.position + new Vector3(0,radius+height,0);
  18.    }
  19.    
  20.    void Update () {
  21.       //translate based on input    
  22.       float inputMag  = Input.GetAxis("Vertical")*translationSpeed*Time.deltaTime;
  23.       transform.position += transform.forward * inputMag;
  24.         //snap position to radius + height (could also use raycasts)
  25.       Vector3 targetPosition = transform.position - centre.position;
  26.       float ratio = (radius + height) / targetPosition.magnitude;
  27.       targetPosition.Scale( new Vector3(ratio, ratio, ratio) );
  28.       transform.position = targetPosition + centre.position;
  29.       //calculate planet surface normal                    
  30.       Vector3 surfaceNormal = transform.position - centre.position;
  31.       surfaceNormal.Normalize();
  32.       //GameObject's heading
  33.       float headingDeltaAngle = Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed;
  34.       Quaternion headingDelta = Quaternion.AngleAxis(headingDeltaAngle, transform.up);
  35.       //align with surface normal
  36.       transform.rotation = Quaternion.FromToRotation( transform.up, surfaceNormal) * transform.rotation;
  37.       //apply heading rotation
  38.       transform.rotation = headingDelta * transform.rotation;
  39.    }
  40. }