Multiplayer Networking Problems

Alright so im basically working on a script and temporarily i want to use GetString and SetString and so forth to do this and i am but ive ran into a couple of problems and these problem didnt exists until i tried doing so.

Im getting this errors…

Assets/My Assets/Scripts/Network/MultiPlayer/Connect.cs(45,144): error CS1525: Unexpected symbol `{'

Assets/My Assets/Scripts/Network/MultiPlayer/Connect.cs(51,40): error CS1519: Unexpected symbol `(' in class, struct, or interface member declaration

Assets/My Assets/Scripts/Network/MultiPlayer/Connect.cs(53,38): error CS1519: Unexpected symbol `(' in class, struct, or interface member declaration

Assets/My Assets/Scripts/Network/MultiPlayer/Connect.cs(55,46): error CS1519: Unexpected symbol `=' in class, struct, or interface member declaration

Assets/My Assets/Scripts/Network/MultiPlayer/Connect.cs(55,73): error CS1519: Unexpected symbol `=' in class, struct, or interface member declaration

Assets/My Assets/Scripts/Network/MultiPlayer/Connect.cs(57,48): error CS1519: Unexpected symbol `(' in class, struct, or interface member declaration

Assets/My Assets/Scripts/Network/MultiPlayer/Connect.cs(57,60): error CS1519: Unexpected symbol `,' in class, struct, or interface member declaration

Assets/My Assets/Scripts/Network/MultiPlayer/Connect.cs(57,73): error CS1519: Unexpected symbol `)' in class, struct, or interface member declaration

this is my script

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using UnityEngine;
using System.Collections;
using System;

public class Connect : MonoBehaviour {

public int connectToIP = "127.0.0.1";
	public int connectPort = 25000;
	
	public string UserName;
	public string passwordToEdit = "My Password";
	public bool isUserNameCorrect;
	public bool isPasswordCorrect;


void  OnGUI (){
	

	if (Network.peerType == NetworkPeerType.Disconnected){
	
		GUILayout.Label("Connection status: Disconnected");
		
		//connectToIP = GUILayout.TextField(connectToIP, GUILayout.MinWidth(100));
		//connectPort = int.Parse(GUILayout.TextField(connectPort.ToString()));
		
		if(GUILayout.TextField("UserName")){
			if(UserName = PlayerPrefs.GetString(UserName)){
				isUserNameCorrect = true;
			}
		}
		
		if(passwordToEdit = GUI.PasswordField(new Rect(Screen.width / 2, (Screen.height / 2) - 50, 200, 20), passwordToEdit,"*"[0], 25){
			if(passwordToEdit = PlayerPrefs.GetString(passwordToEdit)){
				isPasswordCorrect = true;
			}
		}
		
		GUILayout.BeginVertical();
		
		if (GUILayout.Button ("Login"))
		{
			if(isUserNameCorrect == true | isPasswordCorrect == true)
			{
				Network.Connect(connectToIP, connectPort);
			}
		}
	
		
		if (GUILayout.Button ("Start Server"))
		{
				
			
			Network.InitializeServer(32, connectPort);
		}
		GUILayout.EndVertical();
		
		}
		else
		{
		

		if (Network.peerType == NetworkPeerType.Connecting){
		
			GUILayout.Label("Connection status: Connecting");
			
		} else if (Network.peerType == NetworkPeerType.Client){
			
			GUILayout.Label("Connection status: Client!");
			GUILayout.Label("Ping to server: "+Network.GetAveragePing(  Network.connections[0] ) );		
			
		} else if (Network.peerType == NetworkPeerType.Server){
			
			GUILayout.Label("Connection status: Server!");
			GUILayout.Label("Connections: " + Network.connections.length.ToString());
			if(Network.connections.length>=1){
				GUILayout.Label("Ping to first player: "+Network.GetAveragePing(  Network.connections[0] ) );
			}			
		}

		if (GUILayout.Button ("Disconnect"))
		{
			Network.Disconnect(200);
		}
	}
	

}


void  OnConnectedToServer (){
	Debug.Log("This CLIENT has connected to a server");	
}

void  OnDisconnectedFromServer ( NetworkDisconnection info  ){
	Debug.Log("This SERVER OR CLIENT has disconnected from a server");
}

void  OnFailedToConnect ( NetworkConnectionError error  ){
	Debug.Log("Could not connect to server: "+ error);
}


void  OnPlayerConnected ( NetworkPlayer player  ){
	Debug.Log("Player connected from: " + player.ipAddress +":" + player.port);
}

void  OnServerInitialized (){
	Debug.Log("Server initialized and ready");
}

void  OnPlayerDisconnected ( NetworkPlayer player  ){
	Debug.Log("Player disconnected from: " + player.ipAddress+":" + player.port);
}



void  OnFailedToConnectToMasterServer ( NetworkConnectionError info  ){
	Debug.Log("Could not connect to master server: "+ info);
}

void  OnNetworkInstantiate ( NetworkMessageInfo info  ){
	Debug.Log("New object instantiated by " + info.sender);
}

void  OnSerializeNetworkView ( BitStream stream ,   NetworkMessageInfo info  ){
	
}

 }

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and im still currently working on a login system, like a said atm it is temporarily based on a players prefs way to load but i plan on changing that soon.

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I solved it myself, someone can close this if they want.