help with translating these C# scripts to unityscript please

Hi I was wondering if anyone could help translate these c# scripts to unity script if possible please.
I’ve done some of the work but most of it is a little confusing to me.

Here’s the C# scripts

Building manager.

using UnityEngine;
using System.Collections;
public class BuildingManager : MonoBehaviour {
   
    public GameObject[] buildings;
    private BuildingPlacement buildingPlacement;
    // Use this for initialization
    void Start () {
        buildingPlacement = GetComponent<BuildingPlacement>();
    }
   
    // Update is called once per frame
    void Update () {
   
    }
   
    void OnGUI() {
        for (int i = 0; i <buildings.Length; i ++) {
            if (GUI.Button(new Rect(Screen.width/20,Screen.height/15 + Screen.height/12 * i,100,30), buildings[i].name)) {
                buildingPlacement.SetItem(buildings[i]);
            }
        }
    }
}

Building placement

using UnityEngine;
using System.Collections;
public class BuildingPlacement : MonoBehaviour {
   
    public float scrollSensitivity;
   
    private PlaceableBuilding placeableBuilding;
    private Transform currentBuilding;
    private bool hasPlaced;
   
    public LayerMask buildingsMask;
   
    private PlaceableBuilding placeableBuildingOld;
   
    // Update is called once per frame
    void Update () {
       
        Vector3 m = Input.mousePosition;
        m = new Vector3(m.x,m.y,transform.position.y);
        Vector3 p = camera.ScreenToWorldPoint(m);
        if (currentBuilding != null && !hasPlaced) {
           
            currentBuilding.position = new Vector3(p.x,0,p.z);
           
            if (Input.GetMouseButtonDown(0)) {
                if (IsLegalPosition()) {
                    hasPlaced = true;   
                }
            }
        }
        else {
            if (Input.GetMouseButtonDown(0)) {
                RaycastHit hit = new RaycastHit();
                Ray ray = new Ray(new Vector3(p.x,8,p.z), Vector3.down);
                if (Physics.Raycast(ray, out hit,Mathf.Infinity,buildingsMask)) {
                    if (placeableBuildingOld != null) {
                        placeableBuildingOld.SetSelected(false);
                    }
                    hit.collider.gameObject.GetComponent<PlaceableBuilding>().SetSelected(true);
                    placeableBuildingOld = hit.collider.gameObject.GetComponent<PlaceableBuilding>();
                }
                else {
                    if (placeableBuildingOld != null) {
                        placeableBuildingOld.SetSelected(false);
                    }
                }
            }
        }
    }
    bool IsLegalPosition() {
        if (placeableBuilding.colliders.Count > 0) {
            return false;   
        }
        return true;
    }
   
    public void SetItem(GameObject b) {
        hasPlaced = false;
        currentBuilding = ((GameObject)Instantiate(b)).transform;
        placeableBuilding = currentBuilding.GetComponent<PlaceableBuilding>();
    }
}

PlaceableBuilding

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class PlaceableBuilding : MonoBehaviour {
   
    [HideInInspector]
    public List<Collider> colliders = new List<Collider>();
    private bool isSelected;
    public string bName;
    void OnGUI() {
        if (isSelected) {
            GUI.Button(new Rect(Screen.width /2, Screen.height / 20, 100, 30), bName);   
           
        }
       
    }
   
    void OnTriggerEnter(Collider c) {
        if (c.tag == "Building") {
            colliders.Add(c);   
        }
    }
   
    void OnTriggerExit(Collider c) {
        if (c.tag == "Building") {
            colliders.Remove(c);   
        }
    }
   
    public void SetSelected(bool s) {
        isSelected = s;   
    }
   
}

Here’s the start of the unityScripts

Building Manager

    public var buildings: GameObject[];
    private var buildingPlacement: BuildingPlacement;

    // Use this for initialization
     function Start() {
        buildingPlacement = GetComponent.<BuildingPlacement>();
    }
   
    // Update is called once per frame
     function Update() {
   
    }
   
     function OnGUI() {
        for (var i: int = 0; i <buildings.Length; i ++) {
            if (GUI.Button(new Rect(Screen.width/20,Screen.height/15 + Screen.height/12 * i,100,30), buildings[i].name)) {
                buildingPlacement.SetItem(buildings[i]);
            }
        }
    }

Building Placement

 public var scrollSensitivity: float;
 
 private var placeableBuilding: PlaceableBuilding;
 private var currentBuilding: Transform;
 private var hasPlaced: boolean;
 
 public var buildingsMask: LayerMask;
 
 private var placeableBuildingOld: PlaceableBuilding;
 
 // Update is called once per frame
  function Update() {

 // Not sure on this part
 var m: Vector3 = Input.mousePosition;
 m = new Vector3(m.x,m.y,transform.position.y);
 var p: Vector3 = camera.ScreenToWorldPoint(m);
 if (currentBuilding != null && !hasPlaced) {
 
 currentBuilding.position = new Vector3(p.x,0,p.z);
 
 if (Input.GetMouseButtonDown(0)) {
 if (IsLegalPosition()) {
 hasPlaced = true; 
 }
 }
 }
 else {
//not sure on this part
 if (Input.GetMouseButtonDown(0)) {
 var hit: RaycastHit = new RaycastHit();
 var ray: Ray = new Ray(new Vector3(p.x,8,p.z), Vector3.down);
 if (Physics.Raycast(ray,hit,Mathf.Infinity,buildingsMask)) {
 if (placeableBuildingOld != null) {
 placeableBuildingOld.SetSelected(false);
 }
//not sure on this part
 hit.collider.gameObject.GetComponent.<PlaceableBuilding>().SetSelected(true);
 placeableBuildingOld = hit.collider.gameObject.GetComponent.<PlaceableBuilding>();
 }
 else {
 if (placeableBuildingOld != null) {
 placeableBuildingOld.SetSelected(false);
 }
 }
 }
 }
 }
// Not sure on this part
  function IsLegalPosition(): boolean {
 if (placeableBuilding.colliders.Count > 0) {
 return false; 
 }
 return true;
 }
// Not sure on this part
  function SetItem(b: GameObject) {
 hasPlaced = false;
 currentBuilding = (Instantiate as GameObject(b)).transform;
 placeableBuilding = currentBuilding.GetComponent.<PlaceableBuilding>();
 }

Placable buildings

import System.Collections.Generic; // I think this is the only one I need

   
    @HideInInspector // not sure if I need this
    public var colliders: List.<Collider> = new List.<Collider>();
    private var isSelected: boolean;
    public var bName: String;

     function OnGUI() {
        if (isSelected) {
            GUI.Button(new Rect(Screen.width /2, Screen.height / 20, 100, 30), bName);   
           
        }
       
    }
   
     function OnTriggerEnter(c: Collider) {
        if (c.tag == "Building") {
            colliders.Add(c);   
        }
    }
   
     function OnTriggerExit(c: Collider) {
        if (c.tag == "Building") {
            colliders.Remove(c);   
        }
    }
   
     function SetSelected(s: boolean) {
        isSelected = s;   
    }

if someone could help it would be much appreciated
thanks in advance.

U want to convert c# to Java?
There is a website on google Not sure if im allowed to put the link just search
‘unity c# to javascript’ in google first link.
That will get you on your way but you will need to make some hand corrections after converting.
I would try to help more but my knoledge of java is limited :frowning: Hope this helps alittle bit

To do a list you need something like:

var list : List.<Collider>;