How to add a quit button to this script.

Hi Guys, I have this script (Will Be Bellow) It Works 100% But it doesnt have a quit button. Could someone possibly help me add one bellow the credits bar. here is a screenshot.

But how to add another button with a function to quit the game when i press it?

//@script ExecuteInEditMode()

var skin:GUISkin;
private var gldepth = -0.5;
private var startTime = 0.1;
var nativeVerticalResolution = 1200.0;
var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width;
var mat:Material;
private var tris = 0;
private var verts = 0;
private var savedTimeScale:float;
private var pauseFilter;
private var showfps:boolean;
private var showtris:boolean;
private var showvtx:boolean;
private var showfpsgraph:boolean;
var lowFPSColor = Color.red;
var highFPSColor = Color.green;
var lowFPS = 30;
var highFPS = 50;
//var start : GameObject;
var url = “WebPlayer.html”;
var statColor:Color = Color.yellow;
var GuiColor:Color = Color.white;

var crediticons:Texture;

enum Page { None,Main,Options,Credits }

var currentPage:Page;
private var fpsarray:int;
private var fps:float;

function Start() {

fpsarray = new int[scaledResolutionWidth];
Time.timeScale = 1.0;
PauseGame();

}

function OnPostRender() {

if (showfpsgraph && mat != null) {

    GL.PushMatrix ();

    GL.LoadPixelMatrix();

    for (var i = 0; i < mat.passCount; ++i)

    {

        mat.SetPass(i);

        GL.Begin( GL.LINES );

        for (var x=0; x<fpsarray.length; ++x) {

            GL.Vertex3(x,fpsarray[x],gldepth);

        }

    GL.End();

    }

    GL.PopMatrix();
    ScrollFPS();
}

}

function ScrollFPS() {

for (var x=1; x<fpsarray.length; ++x) {
    fpsarray[x-1]=fpsarray[x];
}

if (fps < 1000) {
    fpsarray[fpsarray.length-1] = fps;
}

}

static function IsDashboard() {

return Application.platform == RuntimePlatform.OSXDashboardPlayer;

}

static function IsBrowser() {

return (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer);

}

function LateUpdate () {

if (showfps || showfpsgraph) {
    FPSUpdate();
}

if (Input.GetKeyDown("escape")) {

    switch (currentPage) {

        case Page.None: PauseGame(); break;

        //case Page.Main: UnPauseGame(); break;

        default: currentPage = Page.Main;

    }
}

}

function OnGUI () {

if (skin != null) {
    GUI.skin = skin;
}

//Our GUI is laid out for a 1920 x 1200 pixel display (16:10 aspect). The next line makes sure it rescales nicely to other resolutions.
GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1)); 

ShowStatNums();

if (IsGamePaused()) {
    GUI.color = GuiColor;

    switch (currentPage) {
        case Page.Main: PauseMenu(); break;

        case Page.Options: ShowToolbar(); break;

        case Page.Credits: ShowCredits(); break;

    }
}   

}

private var toolbarInt:int=0;
private var toolbarStrings: String= [“Audio”,“Graphics”,“Stats”,“System”];

function ShowToolbar() {

BeginPage(800,250);
toolbarInt = GUILayout.Toolbar (toolbarInt, toolbarStrings);

switch (toolbarInt) {

    case 0: VolumeControl(); break;

    case 3: ShowDevice(); break;

    case 1: Qualities(); QualityControl(); break;

    case 2: StatControl(); break;
}
EndPage();

}

function ShowCredits() {

BeginPage(600,600);

for (var credit in credits) {
    GUILayout.Label(credit);
}

for (var credit in crediticons) {
    GUILayout.Label(credit);
}

EndPage();

}

function ShowBackButton() {

if (GUI.Button(Rect(10,10,150,80),"Back")) {
    currentPage = Page.Main;
}

}

function ShowDevice() {

GUILayout.Label ("Unity player version "+Application.unityVersion);

GUILayout.Label("Graphics: "+SystemInfo.graphicsDeviceName+" "+

SystemInfo.graphicsMemorySize+"MB    "+

SystemInfo.graphicsDeviceVersion+"   "+

SystemInfo.graphicsDeviceVendor);

GUILayout.Label("Shadows: "+SystemInfo.supportsShadows);

GUILayout.Label("Image Effects: "+SystemInfo.supportsImageEffects);

GUILayout.Label("Render Textures: "+SystemInfo.supportsRenderTextures);

}

function Qualities() {

switch (QualitySettings.currentLevel) {

    case QualityLevel.Fastest:

    GUILayout.Label("Fastest");

    break;

    case QualityLevel.Fast:

    GUILayout.Label("Fast");

    break;

    case QualityLevel.Simple:

    GUILayout.Label("Simple");

    break;

    case QualityLevel.Good:

    GUILayout.Label("Good");

    break;

    case QualityLevel.Beautiful:

    GUILayout.Label("Beautiful");

    break;

    case QualityLevel.Fantastic:

    GUILayout.Label("Fantastic");

    break;
}

}

function QualityControl() {

GUILayout.BeginHorizontal();

if (GUILayout.Button("Decrease")) {
    QualitySettings.DecreaseLevel();
}

if (GUILayout.Button("Increase")) {
    QualitySettings.IncreaseLevel();
}
GUILayout.EndHorizontal();

}

function VolumeControl() {

GUILayout.Label("Volume");
AudioListener.volume = GUILayout.HorizontalSlider(AudioListener.volume,0.0,1.0);

}

function StatControl() {

GUILayout.BeginHorizontal();
showfps = GUILayout.Toggle(showfps,"FPS");
showtris = GUILayout.Toggle(showtris,"Triangles");
showvtx = GUILayout.Toggle(showvtx,"Vertices");
showfpsgraph = GUILayout.Toggle(showfpsgraph,"FPS Graph");
GUILayout.EndHorizontal();

}

function FPSUpdate() {

var delta = Time.smoothDeltaTime;
if (!IsGamePaused() && delta !=0.0) {
    fps = 1 / delta;
}

}

function ShowStatNums() {

GUILayout.BeginArea(Rect(scaledResolutionWidth-200,20,scaledResolutionWidth/4,nativeVerticalResolution/4));

if (showfps) {
    var fpsString= fps.ToString ("#,##0 fps");
    GUI.color = Color.Lerp(lowFPSColor, highFPSColor,(fps-lowFPS)/(highFPS-lowFPS));
    GUILayout.Label (fpsString);
}

if (showtris || showvtx) {
    GetObjectStats();
    GUI.color = statColor;
}

if (showtris) {
    GUILayout.Label (tris+"tri");
}
if (showvtx) {
    GUILayout.Label (verts+"vtx");
}
GUILayout.EndArea();

}

function BeginPage(width,height) {
scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width;
GUILayout.BeginArea(Rect(scaledResolutionWidth/2 - (width/2), nativeVerticalResolution/2 - (height/2),width,height));
}

function EndPage() {

GUILayout.EndArea();
if (currentPage != Page.Main) {
    ShowBackButton();
}

}

/*function IsBeginning() {

return Time.time < startTime;

}*/

function PauseMenu() {

BeginPage(500,300);

if (GUILayout.Button ("Continue")) {
    UnPauseGame();
}

if (GUILayout.Button ("Options")) {
    currentPage = Page.Options;
}

if (GUILayout.Button ("Credits")) {
    currentPage = Page.Credits;
}

if (IsBrowser() && GUILayout.Button ("Restart")) {
    Application.OpenURL(url);
}

EndPage();

}

function GetObjectStats() {

verts = 0;
tris = 0;
var ob = FindObjectsOfType(GameObject);
for (var obj in ob) {
    GetObjectStats(obj);

}

}

function GetObjectStats(object) {

var filters : Component[];
filters = object.GetComponentsInChildren(MeshFilter);
for( var f : MeshFilter in filters ){
    tris += f.sharedMesh.triangles.Length/3;
	verts += f.sharedMesh.vertexCount;
}

}

function PauseGame() {

savedTimeScale = Time.timeScale;

Time.timeScale = 0;

AudioListener.pause = true;

if (pauseFilter) pauseFilter.enabled = true;

currentPage = Page.Main;

transform.position = new Vector3(0, 1, 0);
Screen.lockCursor = false;

}

function UnPauseGame() {

Time.timeScale = savedTimeScale;

AudioListener.pause = false;

if (pauseFilter) pauseFilter.enabled = false;

currentPage = Page.None;

transform.position = Vector3.zero;
Screen.lockCursor = true;

}

function IsGamePaused() {
return Time.timeScale == 0;
}

function OnApplicationPause(pause:boolean) {

if (IsGamePaused()) {
    AudioListener.pause = true;
}

}

Make a button to quit your game is quite simple, here’s what you’ll need:

   //Javascript
        
        function OnGUI () {
        
        // another code above...
        
        var quitGame: boolean = GUI.Button(Rect(Screen.width/2 - 100, Screen.height - 200, 200, 20), "Quit Game");
        
        if(quitGame) {
        
        Application.Quit(); // As far as I know, this only works in the compiled game (.exe)
        
        }
}

 //C#
    
    void OnGUI () {
    
    // another code above...
    
    bool quitGame = GUI.Button(new Rect(Screen.width/2 - 100, Screen.height - 200, 200, 20), "Quit Game");
    
    if(quitGame) {
    
    Application.Quit(); // As far as I know, this only works in the compiled game (.exe)
    
    }
    
 }

You should consider make some changes in the rectangle to make the button where you want it to be.