Help Error CS0111

Help I am a begin coder and i keep getting this error that I don’t know how to fix.

here’s my code:

using UnityEngine;
using System.Collections;

public class NetworkManger : MonoBehaviour {

	SpawnSpot[] spawnSpots;

	public bool offlineMode = false;

	bool conecting = false;

	ArrayList chatMessages;
	int maxChatMessages = 5;

	string roomName = "Room01";

	int maxPlayer = 1;

	string maxPlayerString = "1";

	Room[] game;

	Vector2 ScrollPosition;

	// Use this for initialization
	void Start () {
		spawnSpots = GameObject.FindObjectsOfType<SpawnSpot>();
		PhotonNetwork.player.name = PlayerPrefs.GetString("Username", "Guest");
		chatMessages = new ArrayList();
	}

	void OnDestroy() {
		PlayerPrefs.SetString("Username", PhotonNetwork.player.name);
	}

	public void AddChatMessage(string m) {
		GetComponent<PhotonView> ().RPC ("AddChatMessage_RPC", PhotonTargets.All, m);
	}

	[RPC]
    void AddChatMessage_RPC(string m) {
		while(chatMessages.Count >= maxChatMessages) {
			chatMessages.RemoveAt (0);
		}
		chatMessages.Add(m);
	}

    void Connect() {
		PhotonNetwork.ConnectUsingSettings ("1.0.0");
    }

	void OnGUI() {
		GUILayout.Label( PhotonNetwork.connectionStateDetailed.ToString() );

		if (PhotonNetwork.connected == false && conecting == false) {
			GUILayout.BeginArea (new Rect (0, 0, Screen.width, Screen.height));
			GUILayout.BeginHorizontal ();
			GUILayout.FlexibleSpace ();
			GUILayout.BeginVertical ();

			GUILayout.BeginHorizontal ();
			GUILayout.Label ("User Name");
			PhotonNetwork.player.name = GUILayout.TextField (PhotonNetwork.player.name);
			GUILayout.EndHorizontal ();

			if(GUILayout.Button ("Sgin In")) {
				Connect();
				conecting = true;
			}

			if(GUILayout.Button ("Play as Guest")) {
				Connect();
				conecting = true;
				PhotonNetwork.player.name = ("Guest");
			}

			if(GUILayout.Button ("Exit")) {
				Application.Quit();
			}

		    GUILayout.FlexibleSpace();
			GUILayout.EndVertical();
			GUILayout.FlexibleSpace();
			GUILayout.EndHorizontal();
			GUILayout.EndArea();
		}

		if(PhotonNetwork.connected == true && conecting == false) {
			GUILayout.BeginArea(new Rect (0, 0, Screen.width, Screen.height));
			GUILayout.BeginVertical();
			GUILayout.FlexibleSpace();

			foreach(string msg in chatMessages) {
				GUILayout.Label(msg);
			}

			GUILayout.EndVertical();
			GUILayout.EndArea();
		}
    }

	void OnJoinedLobby() {
		Debug.Log ("OnJoinedLobby");
		PhotonNetwork.JoinRandomRoom();
	}
	
	void OnPhotonRandomJoinFailed() {
		Debug.Log ("OnPhotonRandomJoinFailed");
		PhotonNetwork.CreateRoom( null );
	}
	
	void OnJoinedRoom() {
		Debug.Log ("OnJoinedRoom");
	}

	void OnGUI() {

		GUILayout.Label ("Welcome: " + PhotonNetwork.player.name);
		GUILayout.Label ("Room Name:");
		roomName = GUILayout.TextField ("Room Name"); //For network room name ask and recieve
		GUILayout.Label ("Max Amount of player 1-20:");
		maxPlayerString = GUILayout.TextField (maxPlayerString, 2);
		
		if (maxPlayerString != "") { // if there is a character of max players
			
			maxPlayer = int.Parse(maxPlayerString); // parse the max player text field into a string.
			
			if (maxPlayer > 20) maxPlayer = 20; // if I enter above 20 reset the max to 20 .
			if (maxPlayer == 0) maxPlayer =1; // if i'm below 1 reset min of 1
		}
		
		if (GUILayout.Button ("Create Room")) {
			
			if (roomName != "" && maxPlayer > 0) { // if the room name has a name and max players are larger then 0
				PhotonNetwork.CreateRoom (roomName, true, true, maxPlayer);// then create a photon room visible
				SpawnMyPlayer();
				conecting = false;
			}
		}
	
		GUILayout.Space(20);
		GUI.color = Color.red;
		GUILayout.Box("Game Rooms");
		GUI.color = Color.white;
		GUILayout.Space(20);
	
		scrollPosition = GUILayout.BeginScrollView(scrollPosition, false ,true, GUILayout.Width(400), GUILayout.Height(300));
	
		foreach ( RoomInfo game in PhotonNetwork.GetRoomList()) // Each RoomInfo "game" in the amount of games created "rooms" display the fallowing.
			{
		
			GUI.color = Color.green;
			GUILayout.Box(game.name + " " + game.playerCount + "/" + game.maxPlayers); //Thus we are in a for loop of games rooms display the game.name provide assigned above, playercount, and max players provided. EX 2/20
			GUI.color = Color.white;
		
			if (GUILayout.Button("Join Room") ) {
				PhotonNetwork.JoinRoom(game.name); // Next to each room there is a button to join the listed game.name in the current loop.
				SpawnMyPlayer();
				conecting = false;
			}
		}
	
		GUILayout.EndScrollView();
		GUILayout.EndArea();
	
	}
	
	void SpawnMyPlayer() {
		AddChatMessage("Spawning Player: " + PhotonNetwork.player.name);
		if(spawnSpots == null) {
			Debug.LogError ("001");
			return;
		}
	
		SpawnSpot mySpawnSpot = spawnSpots[ Random.Range (0, 1) ];
		GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
	
		((MonoBehaviour)myPlayerGO.GetComponent("FPSInputController")).enabled = true;
		((MonoBehaviour)myPlayerGO.GetComponent("MouseLook")).enabled = true;
		((MonoBehaviour)myPlayerGO.GetComponent("PlayerShooting")).enabled = true;
		myPlayerGO.transform.FindChild("Main Camera").gameObject.SetActive(true);
	}
}

You’ve got OnGUI declared twice with the same parameters. This is not allowed. Either delete one entirely, or copy the contents of one into the other.