Converting to C#

I have been trying to convert this over to C# for a few days now with no luck could some one please help me.

var target : GameObject;
var LR : LineRenderer;
var arcLength = 2.0;
var arcVariation = 2.0;
var inaccuracy = 1.0;

function Update() {
	var lastPoint = transform.position;
	var i = 1;
	LR.SetPosition(0, transform.position);//make the origin of the LR the same as the transform
	while (Vector3.Distance(target.transform.position, lastPoint) >.5) {//was the last arc not touching the target? 
            LR.SetVertexCount(i + 1);//then we need a new vertex in our line renderer
            var fwd = target.transform.position - lastPoint;//gives the direction to our target from the end of the last arc
            fwd.Normalize();//makes the direction to scale
            fwd = Randomize(fwd, inaccuracy);//we don't want a straight line to the target though
            fwd *= Random.Range(arcLength * arcVariation, arcLength);//nature is never too uniform
            fwd += lastPoint;//point + distance * direction = new point. this is where our new arc ends
            LR.SetPosition(i, fwd);//this tells the line renderer where to draw to
            i++;
            lastPoint = fwd;//so we know where we are starting from for the next arc
         }
}

function Randomize (v3 : Vector3, inaccuracy2 : float) { 
   v3 += Vector3(Random.Range(-1.0, 1.0), Random.Range(-1.0, 1.0), Random.Range(-1.0, 1.0)) * inaccuracy2; 
   v3.Normalize(); 
   return v3; 
}

Here I am not sure what you need to import, or declaring fwd

imports System.Collection;

imports Unity.Engine;

public GameObject target;
public LineRenderer LR;
public double arcLength = 2.0;
public double arcVariation = 2.0;
public double inaccuracy = 1.0;

void Update(){

Vector3 lastPoint = transform.position;
int i = 1;

LR.SetPosition(0, transform.position);//make the origin of the LR the same as the transform
    while (Vector3.Distance(target.transform.position, lastPoint) >.5) {//was the last arc not touching the target? 
            LR.SetVertexCount(i + 1);//then we need a new vertex in our line renderer
            public fwd = target.transform.position - lastPoint;//gives the direction to our target from the end of the last arc
            fwd.Normalize();//makes the direction to scale
            fwd = Randomize(fwd, inaccuracy);//we don't want a straight line to the target though
            fwd *= Random.Range(arcLength * arcVariation, arcLength);//nature is never too uniform
            fwd += lastPoint;//point + distance * direction = new point. this is where our new arc ends
            LR.SetPosition(i, fwd);//this tells the line renderer where to draw to
            i++;
            lastPoint = fwd;//so we know where we are starting from for the next arc
         }



}