Convert Java to C#

Can someone convert this Java to C#?

#pragma strict
 
 
 
 var Alarm : AudioClip ;
 var timer: float = 3600;
 var isFinishedTimer : boolean = true;
 public var displayText : UnityEngine.UI.Text;
 public var timeText : UnityEngine.UI.Text;
 
 var minsDisplay : String;
 var secsDisplay : String;
 
 var mySeconds : int = 0;
 
 private var oldTimer : float;
 
 //Random Clips
 var voices : AudioClip[];
 
 
 /*//Begin New
 function Awake ()
{
    // Make LevelData a singleton, so we keep ourself alive and kill any clones
    if ( FindObjectsOfType(CountdownTimerManager).Length != 1 )     // If one of me already exists I must be a clone, so destroy me (don't feel bad about it)
        Destroy (gameObject);
    else        // I'm the original, so keep me around
        DontDestroyOnLoad (gameObject);
}
 //End New
 
 
 /*function Awake () {
         DontDestroyOnLoad (transform.gameObject);
     }*/
 
 function Start(){
 	 
     oldTimer = timer;
 }
 
 function Update(){ 
   
     if (!isFinishedTimer) {
         timer -= Time.deltaTime;
     } 
     
     CurrentTime();
 }
 
 function CurrentTime() { 
     var dt : System.DateTime = System.DateTime.Now;
     var h : int = dt.Hour; 
     var m : int = dt.Minute; 
     var s : int = dt.Second;
 
     timeText.text = h + ":" + m + ":" + s;
     
     if(mySeconds != s)
     {
         mySeconds = s;
         Timing();
     }
     
 }
 
 function Timing()
 {
     if (timer > 0) {
         //var minsDisplay : String = parseInt( timer / 60 ).ToString();
         minsDisplay = parseInt( timer / 60 ).ToString();
         
         //var secsDisplay : String = parseInt( timer ).ToString();
         secsDisplay = parseInt( timer ).ToString();
          
         if ( (timer - ( parseInt(minsDisplay) * 60)) > 10 ) {
              secsDisplay = parseInt( timer - ( parseInt(minsDisplay) * 60) ).ToString();
         } 
         else {
             secsDisplay = "0" + parseInt( timer - ( parseInt(minsDisplay) * 60) ).ToString();
         }
         
         //displayText.text = minsDisplay + " : " + secsDisplay;
     } 
     //Timer Reaches End We Can Do Something Here
     else {
          timer += oldTimer;
          GetComponent.<AudioSource>().PlayOneShot(Alarm);//Plays Alarm Sound
          isFinishedTimer = true;//Sets Inspector Value to true or false based on what is set here
          yield WaitForSeconds (5.8);//Wait Time Setting
          //Do Something if Desired
          
         //if (GetComponent.<AudioSource>().isPlaying) return; // don't play a new sound while the last hasn't finished
     	  GetComponent.<AudioSource>().clip = voices[Random.Range(0,voices.length)];
          GetComponent.<AudioSource>().Play();
          
          
          
          Debug.Log ("Timer Ended");
     }
     displayText.text = minsDisplay + " : " + secsDisplay;
 }
 
 
 
 //Timer Stop Button
 public function GoTimerStop()
 {
 	isFinishedTimer = true;
 }
 
 //Timer Start Button
 public function GoTimerStart()
 {
 	isFinishedTimer = false;
 }
 
 //Timer Settings
 public function GoTimerSetting60Sec()
 {
 	timer = 60;
 }
 
 public function GoTimerSetting5Min()
 {
 	timer = 300;
 }
 
 public function GoTimerSetting10Min()
 {
 	timer = 600;
 }
 
 public function GoTimerSetting20Min()
 {
 	timer = 1200;
 }
 
 public function GoTimerSetting30Min()
 {
 	timer = 1800;
 }
 
 public function GoTimerSetting40Min()
 {
 	timer = 2400;
 }
 
 public function GoTimerSetting50Min()
 {
 	timer = 3000;
 }
 
 public function GoTimerSetting1Hr()
 {
 	timer = 3600;
 }
 
 public function GoTimerSetting1Point5Hr()
 {
 	timer = 5400;
 }
 
 public function GoTimerSetting2Hr()
 {
 	timer = 7200;
 }
 
 public function GoTimerSetting2Point5Hr()
 {
 	timer = 9000;
 }
 
 public function GoTimerSetting3Hr()
 {
 	timer = 10800;
 }

Possibly so?

#pragma strict
	
	
	
	AudioClip Alarm;
	float timer  = 3600;
	bool isFinishedTimer   = true;
	public UnityEngine.UI.Text displayText;
	public UnityEngine.UI.Text timeText;
	
	string minsDisplay;
	string secsDisplay;
	
	int mySeconds  = 0;
	
	private float oldTimer;
	
	//Random Clips
	AudioClip[] voices;
	
	
	/*//Begin New
	function Awake ()
	{
		// Make LevelData a singleton, so we keep ourself alive and kill any clones
		if ( FindObjectsOfType(CountdownTimerManager).Length != 1 )     // If one of me already exists I must be a clone, so destroy me (don't feel bad about it)
			Destroy (gameObject);
		else        // I'm the original, so keep me around
			DontDestroyOnLoad (gameObject);
	}
	//End New
	
	
	/*function Awake () {
              DontDestroyOnLoad (transform.gameObject);
          }*/
	
	void Start(){
		
		oldTimer = timer;
	}
	
	void Update(){ 
		
		if (!isFinishedTimer) {
			timer -= Time.deltaTime;
		} 
		
		CurrentTime();
	}
	
	void CurrentTime() { 
		System.DateTime dt  = System.DateTime.Now;
		int h  = dt.Hour; 
		int m  = dt.Minute; 
		int s  = dt.Second;
		
		timeText.text = h + ":" + m + ":" + s;
		
		if(mySeconds != s)
		{
			mySeconds = s;
			Timing();
		}
		
	}
	
	IEnumerator  Timing()
	{
		if (timer > 0) {
			//var minsDisplay : String = parseInt( timer / 60 ).ToString();
			minsDisplay = System.Convert.ToInt32( timer / 60 ).ToString();
						
			//var secsDisplay : String = parseInt( timer ).ToString();
			secsDisplay = System.Convert.ToInt32( timer ).ToString();
			
			if ( (timer - ( System.Convert.ToInt32(minsDisplay) * 60)) > 10 ) {
				secsDisplay = System.Convert.ToInt32( timer - ( System.Convert.ToInt32(minsDisplay) * 60) ).ToString();
			} 
			else {
				secsDisplay = "0" + System.Convert.ToInt32( timer - ( System.Convert.ToInt32(minsDisplay) * 60) ).ToString();
			}
			
			//displayText.text = minsDisplay + " : " + secsDisplay;
		} 
		//Timer Reaches End We Can Do Something Here
		else {
			timer += oldTimer;
			GetComponent<AudioSource>().PlayOneShot(Alarm);//Plays Alarm Sound
			isFinishedTimer = true;//Sets Inspector Value to true or false based on what is set here
			yield return new WaitForSeconds(5.8f);//Wait Time Setting
			//Do Something if Desired
			
			//if (GetComponent.<AudioSource>().isPlaying) return; // don't play a new sound while the last hasn't finished
			GetComponent<AudioSource>().clip = voices[Random.Range(0,voices.Length)];
			GetComponent<AudioSource>().Play();
			
			
			
			Debug.Log ("Timer Ended");
		}
		displayText.text = minsDisplay + " : " + secsDisplay;
	}
	
	
	
	//Timer Stop Button
	public void GoTimerStop()
	{
		isFinishedTimer = true;
	}
	
	//Timer Start Button
	public void GoTimerStart()
	{
		isFinishedTimer = false;
	}
	
	//Timer Settings
	public void GoTimerSetting60Sec()
	{
		timer = 60;
	}
	
	public void GoTimerSetting5Min()
	{
		timer = 300;
	}
	
	public void GoTimerSetting10Min()
	{
		timer = 600;
	}
	
	public void GoTimerSetting20Min()
	{
		timer = 1200;
	}
	
	public void GoTimerSetting30Min()
	{
		timer = 1800;
	}
	
	public void GoTimerSetting40Min()
	{
		timer = 2400;
	}
	
	public void GoTimerSetting50Min()
	{
		timer = 3000;
	}
	
	public void GoTimerSetting1Hr()
	{
		timer = 3600;
	}
	
	public void GoTimerSetting1Point5Hr()
	{
		timer = 5400;
	}
	
	public void GoTimerSetting2Hr()
	{
		timer = 7200;
	}
	
	public void GoTimerSetting2Point5Hr()
	{
		timer = 9000;
	}
	
	public void GoTimerSetting3Hr()
	{
		timer = 10800;
	}

Close @yulka but not working, I had to add in the top part of the Script and change the Audio clip array but it still does not work?

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class CountdownTimerManager : MonoBehaviour {

	public AudioClip Alarm;
	float timer  = 3600;
	bool isFinishedTimer   = true;
	public UnityEngine.UI.Text displayText;
	public UnityEngine.UI.Text timeText;
	
	string minsDisplay;
	string secsDisplay;
	
	int mySeconds  = 0;
	
	private float oldTimer;
	
	//Random Clips
	public AudioClip[] voices;
	
	
	/*//Begin New
	function Awake ()
	{
		// Make LevelData a singleton, so we keep ourself alive and kill any clones
		if ( FindObjectsOfType(CountdownTimerManager).Length != 1 )     // If one of me already exists I must be a clone, so destroy me (don't feel bad about it)
			Destroy (gameObject);
		else        // I'm the original, so keep me around
			DontDestroyOnLoad (gameObject);
	}
	//End New
	
	
	/*function Awake () {
               DontDestroyOnLoad (transform.gameObject);
           }*/
	
	void Start(){
		
		oldTimer = timer;
	}
	
	void Update(){ 
		
		if (!isFinishedTimer) {
			timer -= Time.deltaTime;
		} 
		
		CurrentTime();
	}
	
	void CurrentTime() { 
		System.DateTime dt  = System.DateTime.Now;
		int h  = dt.Hour; 
		int m  = dt.Minute; 
		int s  = dt.Second;
		
		timeText.text = h + ":" + m + ":" + s;
		
		if(mySeconds != s)
		{
			mySeconds = s;
			Timing();
		}
		
	}
	
	IEnumerator  Timing()
	{
		if (timer > 0) {
			//var minsDisplay : String = parseInt( timer / 60 ).ToString();
			minsDisplay = System.Convert.ToInt32( timer / 60 ).ToString();
			
			//var secsDisplay : String = parseInt( timer ).ToString();
			secsDisplay = System.Convert.ToInt32( timer ).ToString();
			
			if ( (timer - ( System.Convert.ToInt32(minsDisplay) * 60)) > 10 ) {
				secsDisplay = System.Convert.ToInt32( timer - ( System.Convert.ToInt32(minsDisplay) * 60) ).ToString();
			} 
			else {
				secsDisplay = "0" + System.Convert.ToInt32( timer - ( System.Convert.ToInt32(minsDisplay) * 60) ).ToString();
			}
			
			//displayText.text = minsDisplay + " : " + secsDisplay;
		} 
		//Timer Reaches End We Can Do Something Here
		else {
			timer += oldTimer;
			GetComponent<AudioSource>().PlayOneShot(Alarm);//Plays Alarm Sound
			isFinishedTimer = true;//Sets Inspector Value to true or false based on what is set here
			yield return new WaitForSeconds(5.8f);//Wait Time Setting
			//Do Something if Desired
			
			//if (GetComponent.<AudioSource>().isPlaying) return; // don't play a new sound while the last hasn't finished
			GetComponent<AudioSource>().clip = voices[Random.Range(0,voices.Length)];
			GetComponent<AudioSource>().Play();
			
			
			
			Debug.Log ("Timer Ended");
		}
		displayText.text = minsDisplay + " : " + secsDisplay;
	}
	
	
	
	//Timer Stop Button
	public void GoTimerStop()
	{
		isFinishedTimer = true;
	}
	
	//Timer Start Button
	public void GoTimerStart()
	{
		isFinishedTimer = false;
	}
	
	//Timer Settings
	public void GoTimerSetting60Sec()
	{
		timer = 60;
	}
	
	public void GoTimerSetting5Min()
	{
		timer = 300;
	}
	
	public void GoTimerSetting10Min()
	{
		timer = 600;
	}
	
	public void GoTimerSetting20Min()
	{
		timer = 1200;
	}
	
	public void GoTimerSetting30Min()
	{
		timer = 1800;
	}
	
	public void GoTimerSetting40Min()
	{
		timer = 2400;
	}
	
	public void GoTimerSetting50Min()
	{
		timer = 3000;
	}
	
	public void GoTimerSetting1Hr()
	{
		timer = 3600;
	}
	
	public void GoTimerSetting1Point5Hr()
	{
		timer = 5400;
	}
	
	public void GoTimerSetting2Hr()
	{
		timer = 7200;
	}
	
	public void GoTimerSetting2Point5Hr()
	{
		timer = 9000;
	}
	
	public void GoTimerSetting3Hr()
	{
		timer = 10800;
	}
}