How would i modify my current script to remove these UI buttons without killing my pause menu?

I’m using this script for c# and i cant get rid of the buttons in the top left corner without breaking my pause menu.

SCRIPT:

public class PauseGame : MonoBehaviour {
    public Transform canvas;
    public Transform player;
    public CursorLockMode wantedMode;

    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
        wantedMode = CursorLockMode.Locked;
    }

    // Update is called once per frame
    void Update () {
	    if (Input.GetKeyDown(KeyCode.Escape))
        {
            Pause();
        }
    }

    public void Pause()
    {
        if (canvas.gameObject.activeInHierarchy == false)
        {
            canvas.gameObject.SetActive(true);
            Time.timeScale = 0;
            player.GetComponent<camMouseLook>().enabled = false;
            wantedMode = CursorLockMode.None;
        }
        else
        {
            canvas.gameObject.SetActive(false);
            Time.timeScale = 1;
            player.GetComponent<camMouseLook>().enabled = true;
            wantedMode = CursorLockMode.Locked;
        }
    }

    void SetCursorState()
    {
        Cursor.lockState = wantedMode;
        // Hide cursor when locking
        Cursor.visible = (CursorLockMode.Locked != wantedMode);
    }

    void OnGUI()
    {
        // Release cursor on escape keypress
        if (Input.GetKeyDown(KeyCode.Escape))
            Cursor.lockState = wantedMode = CursorLockMode.None;

        switch (Cursor.lockState)
        {
            case CursorLockMode.None:
                if (GUILayout.Button(""))
                    wantedMode = CursorLockMode.Locked;
                if (GUILayout.Button(""))
                    wantedMode = CursorLockMode.Confined;
                break;
            case CursorLockMode.Confined:
                if (GUILayout.Button(""))
                    wantedMode = CursorLockMode.Locked;
                if (GUILayout.Button(""))
                    wantedMode = CursorLockMode.None;
                break;
            case CursorLockMode.Locked:
                if (GUILayout.Button(""))
                    wantedMode = CursorLockMode.None;
                if (GUILayout.Button(""))
                    wantedMode = CursorLockMode.Confined;
                break;
        }

        SetCursorState();
    }

Deleting the whole switch should fix it.

switch (Cursor.lockState)
     {
         case CursorLockMode.None:
             if (GUILayout.Button(""))
                 wantedMode = CursorLockMode.Locked;
             if (GUILayout.Button(""))
                 wantedMode = CursorLockMode.Confined;
             break;
         case CursorLockMode.Confined:
             if (GUILayout.Button(""))
                 wantedMode = CursorLockMode.Locked;
             if (GUILayout.Button(""))
                 wantedMode = CursorLockMode.None;
             break;
         case CursorLockMode.Locked:
             if (GUILayout.Button(""))
                 wantedMode = CursorLockMode.None;
             if (GUILayout.Button(""))
                 wantedMode = CursorLockMode.Confined;
             break;
     }