Change and Access another scripts Variables

I need to change and access another scripts variables in c# i have seen many answers to this question except none of them are in c# so I keep getting some sort of syntax error. Here is my code.

using UnityEngine;
using System.Collections;

public class Camera : MonoBehaviour 
{
	public GameObject Player;
	public GameObject Camera1;
	public GameObject Side1;
	public GameObject Side2;
	public GameObject Side3;
	public GameObject Side4;
	public float DistanceX;
	public float DistanceY;
	public float DistanceZ;
	public float RotationX;
	public float RotationY;
	public float RotationZ;
	public float Width = Screen.width/2;
	public float Height = Screen.height/2;
	public string Position = "First";
	public bool EscClicked = false;
	public var MovementScript = GetComponent(Movement);
	//Movement MovementScript = GetComponent<Movement>();
	
	// Use this for initialization
	void Start () 
	{
		
	}
	
	// Update is called once per frame
	void Update () 
	{
		if(EscClicked == false)
		{
		if(Input.GetKeyDown(KeyCode.Alpha2))
			{
				Position = "Second";
				MovementScript.Mode = 1;
			}
			if(Input.GetKeyDown(KeyCode.Alpha3))
			{
				Position = "Third";
				movementScript.Mode = 1;
			}
			if(Input.GetKeyDown(KeyCode.Alpha4))
			{
				Position = "Fourth";
				movementScript.Mode = 1;
			}
			if(Input.GetKeyDown(KeyCode.Alpha1 ))
			{
				Position = "First";
				movementScript.Mode = 1;
			}
			if(Position == "First")
			{
				DistanceX = Player.transform.position.x;
				DistanceY = Player.transform.position.y;
				DistanceZ = Player.transform.position.z - 10;
				RotationX = 0;
				RotationY = 0;
				RotationZ = 0;
				Camera1.transform.position = new Vector3(DistanceX, DistanceY, DistanceZ);
				Camera1.transform.rotation = Quaternion.Euler(RotationX, RotationY, RotationZ);
				Side1.GetComponent<MeshRenderer>().enabled = false;
				Side2.GetComponent<MeshRenderer>().enabled = true;
				Side3.GetComponent<MeshRenderer>().enabled = true;
				Side4.GetComponent<MeshRenderer>().enabled = true;
			}
			if(Position == "Second")
			{
				DistanceX = Player.transform.position.x;
				DistanceY = Player.transform.position.y;
				DistanceZ = Player.transform.position.z + 10;
				RotationX = 0;
				RotationY = 180;
				RotationZ = 0;
				Camera1.transform.position = new Vector3(DistanceX, DistanceY, DistanceZ);
				Camera1.transform.rotation = Quaternion.Euler(RotationX, RotationY, RotationZ);
				Side1.GetComponent<MeshRenderer>().enabled = true;
				Side2.GetComponent<MeshRenderer>().enabled = false;
				Side3.GetComponent<MeshRenderer>().enabled = true;
				Side4.GetComponent<MeshRenderer>().enabled = true;
			}
			if(Position == "Third")
			{
				DistanceX = Player.transform.position.x + 10;
				DistanceY = Player.transform.position.y;
				DistanceZ = Player.transform.position.z;	
				RotationX = 0;
				RotationY = -90;
				RotationZ = 0;
				Camera1.transform.position = new Vector3(DistanceX, DistanceY, DistanceZ);
				Camera1.transform.rotation = Quaternion.Euler(RotationX, RotationY, RotationZ);
				Side1.GetComponent<MeshRenderer>().enabled = true;
				Side2.GetComponent<MeshRenderer>().enabled = true;
				Side3.GetComponent<MeshRenderer>().enabled = false;
				Side4.GetComponent<MeshRenderer>().enabled = true;
				Debug.Log(Camera1.transform.rotation);
			}
			if(Position == "Fourth")
			{
				DistanceX = Player.transform.position.x - 10;
				DistanceY = Player.transform.position.y;
				DistanceZ = Player.transform.position.z;
				RotationX = 0;
				RotationY = 90;
				RotationZ = 0;
				Camera1.transform.position = new Vector3(DistanceX, DistanceY, DistanceZ);
				Camera1.transform.rotation = Quaternion.Euler(RotationX, RotationY, RotationZ);
				Side1.GetComponent<MeshRenderer>().enabled = true;
				Side2.GetComponent<MeshRenderer>().enabled = true;
				Side3.GetComponent<MeshRenderer>().enabled = true;
				Side4.GetComponent<MeshRenderer>().enabled = false;
			}
			if(Input.GetKeyDown(KeyCode.Escape))
			{
				EscClicked = true;
				Player.GetComponent<CharacterController>().enabled = false;
				Player.GetComponent<Rigidbody>().isKinematic = true;
			}	
		}
	}
	
	void OnGUI()
	{
		if(EscClicked == true)
		{
			Player.GetComponent<Rigidbody>().isKinematic = false;
			if(GUI.Button(new Rect(Width - 50, Height, 100, 30), "Main Menu"))
			{
				Application.LoadLevel(0);
			}
			if(GUI.Button(new Rect(Width - 50, Height + 35, 100, 30), "Help"))
			{
				Application.LoadLevel(2);	
			}
			if(GUI.Button(new Rect(Width - 50, Height + 70, 100, 30), "Exit Pause"))
			{
				EscClicked = false;	
				Player.GetComponent<CharacterController>().enabled = true;
				//Player.active = false; Does not re-activate
				Player.GetComponent<Rigidbody>().isKinematic = false;
			}
		}
	}
}

EDIT: I have No idea how to set it up in c# so I don’t know what the syntax error is with this code the error is:
The contextual keyword var may only appear within a local variable deceleration

There is plenty of examples even in c#. This is exactly the same question:

Same question, c#

EDIT: Also if you want us to fix your errors, you will have to give us error message and a line on which it happens. “Some sort of syntax error” is really not telling much.