C# Transform Issues

I’m trying to convert a Unityscript script into a C# script. I’m getting several errors with the transforms but I’m not sure why. I have the transforms stored in Player so I don’t why it keeps telling me to store it in another variable when I already have. What is wrong with my script? I have commented out the the lines of code that are causing these errors.

using UnityEngine;
using System.Collections;

public class NewFullyDynamicParkour : MonoBehaviour {

	public float ClimbMax;
	public float VaultMax;
	public float VaultMin;
	public float distanceToGoFwd = 0.7f;
	private bool CanVault;
	private bool CanClimb;
	private float DistancePlRayFwd;
	private float DistancePlRayUp;
	private Transform Player;
	private CharacterController charCont;
	private bool CanParkour;
	public bool EnableRoll;
	public float lastPos;
	public string Roll;
	public float HeightToRoll = 25;
	private bool canRoll;
	public float distanceDamage = 55;
	public float maxFall;
	private float max;
	public GameObject CheckRay;
	public float range;
	private float maxH;
	public bool Translate;
	
	void Start()
	{
		Player = transform.gameObject.transform;
		charCont = Player.GetComponent<CharacterController>();
	}
	
	void Update () 
	{
		if(CanParkour || charCont.isGrounded == false)
			Translate  = true;
		else
			Translate = false;
		maxH = Mathf.Abs(max - Player.transform.position.y + charCont.height/2);
		Debug.Log(maxH);
		CharacterController charContr = Player.GetComponent<CharacterController>();
		float radius = charCont.radius;
		Vector3 p1 = transform.position + charCont.center;
		Vector3 p2 = p1;
		p2.y += VaultMax;
		p1.y -= charCont.height/2f + 0.02f;
		if (Physics.CapsuleCast(p1, p2, radius, transform.forward, range))
		{
			if(!Physics.Raycast(transform.position, transform.TransformDirection (Vector3.forward), 0.7f))
			{
				if(!CanParkour)
				{
					if(Input.GetKeyDown(KeyCode.V))
					{
						//Player.transform.position.y = CheckRay.transform.position.y + charCont.height + 0.1f;
						Player.transform.Translate(0, 0, distanceToGoFwd + 0.3f);
					}
				}
			}
			if(Physics.Raycast(CheckRay.transform.position, transform.TransformDirection (Vector3.forward), 0.7f))
			{
				CheckRay.transform.Translate(0, 8 * Time.deltaTime, 0);
				max = Mathf.Max(max, CheckRay.transform.position.y);
			}
			if(maxH < ClimbMax)
			{
				Changing();
			}
			else
				CanParkour = false;
			if(maxH >= VaultMax)
			{
				CanVault = false;
				CanClimb = true;
			}
			else
			{
				CanVault = true;
				CanClimb = false;
			}
		}
		else
		{
			CanParkour = false;
			max = 0;
			CheckRay.transform.position = new Vector3(CheckRay.transform.position.x, Player.transform.position.y, CheckRay.transform.position.z);
		}
		if(CanParkour)
		{
			if(CanVault == true)
			{
				if(Input.GetKeyDown(KeyCode.V))
				{
					Vault();
				}
			}
			if(CanClimb == true)
			{
				if(Input.GetKeyDown(KeyCode.V))
				{
					Climb();
				}
			}
		}
		if(EnableRoll)
		{
			if(!charCont.isGrounded)
				maxFall = Mathf.Max(Mathf.Abs(charCont.transform.position.y), maxFall);
			else
				lastPos = charCont.transform.position.y;
			if(charCont.isGrounded) {
				if(maxFall - lastPos > HeightToRoll){
					if(maxFall - lastPos > distanceDamage)
					{
						Player.transform.SendMessageUpwards("GetBulletDamage", maxFall + distanceDamage*2, SendMessageOptions.DontRequireReceiver);
					}
					maxFall = 0;
				}
			}
		}
	}
	
	IEnumerator Vault()
	{
		float upDist = CheckRay.transform.position.y + 0.2f;
		float fwdDist = distanceToGoFwd;
		Vector3 endPos = new Vector3(Player.transform.position.x, upDist, fwdDist);
		Player.transform.position = Vector3.MoveTowards(Player.transform.position, endPos, 5 * Time.deltaTime);
		yield return new WaitForSeconds(distanceToGoFwd);
		Translate = false;
	}
	
	void Climb()
	{
		//Player.transform.position.y = CheckRay.transform.position.y + charCont.height + 0.1f;
		Player.transform.Translate(0, 0, distanceToGoFwd + 0.3f);
		Translate = false;
	}
	
	IEnumerator Changing()
	{
		yield return new WaitForSeconds(0.3f);
		CanParkour = true;
	}
}

Since you just dumped your script I cba to describe where to find this. Do a simple ctrl+F

    else
    {
        CanParkour = false;
        max = 0;
        CheckRay.transform.position = Vector3(CheckRay.transform.position.x, Player.transform.position.y, CheckRay.transform.position.z);
    }

This line:

CheckRay.transform.position = Vector3(CheckRay.transform.position.x,
                        Player.transform.position.y, CheckRay.transform.position.z);

You need to add the new keyword before Vector3, transform.position = a new Vector3.

So should be:

CheckRay.transform.position = new Vector3(CheckRay.transform.position.x,
                        Player.transform.position.y, CheckRay.transform.position.z);

With that correction I’ve got it to compile.