AI to follow player not working

hey i found a post from awhile back about an AI script to follow the player. i tried to get it so it would work for C# but i just cant seem to figure it out. i know i made this sloppy but if you can figure it out please let me know. thanks.
here is the code:

using UnityEngine;
using System.Collections;

public class AIfollow : MonoBehaviour {

public Transform : myTransform; //current transform data of this enemy
private int target : Transform; //the enemy's target
private int moveSpeed = 3; //move speed
private int rotationSpeed = 3; //speed of turning

	
	function Awake()
	{
		myTransform = transform; //cache transform data for easy access/preformance
	}

	function Start()
	{
 		target = GameObject.FindWithTag("Player").transform; //target the player
	}

    function Update () {
	//rotate to look at the player
		myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
		Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);

	//move towards the player
		myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;

}
}

If this should be in c# you want to relplace ‘function’ with ‘void’. Also for your variables you want to have [type] [name] so for example public int Number = 1;
private int Target : Transform; needs to be private Transfrom Target;
The script should work fine.

You are declaring variable in a UnityScript way for a C# script:

 public Transform : myTransform;
 private int target : Transform; 

should be

 public Transform myTransform;
 private Transform target;

This is a very stripped down version of player tracking. The AI will come at the player but move through objects and not obey physics. Hope this helps.

If your trying to convert js to c# use Convert unity javascript (unityscript) to C# to get a base to start from then you just need to change a few things to get it working.

using UnityEngine;
using System.Collections;

public class AIFollow : MonoBehaviour {
	
public float Distance;
public Transform Target;
public float lookAtDistance= 25.0f;
public float chaseRange= 15.0f;
public float moveSpeed= 5.0f;
	
/*
  This ai will fly and move through objects inlcuding terrain!
*/
void  Update (){

	// Gauge the distance to the player. Line in 3d space. Draws a line from source to Target.
	Distance = Vector3.Distance(Target.position, transform.position);
	
	// AI begins tracking player.
	if (Distance < lookAtDistance)
	{
		lookAt();
	}
	
	// Attack! Chase the player until/if player leaves attack range.
	if (Distance < chaseRange)
	{Debug.Log("enemy chase");
		chase ();
	}

}

// Turn to face the player.
void  lookAt (){
	// Rotate to look at player.
	Quaternion rotation= Quaternion.LookRotation(Target.position - transform.position);

	transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime);
	//transform.LookAt(Target); alternate way to track player replaces both lines above.
}

void  chase (){
	transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);	
}
}