Need help converting js to c# 4 errors

Hi I need a little bit help converting js to c#
I have 4 errors:

  • error CS0023: The !' operator cannot be applied to operand of type method group’
  • error CS1502: The best overloaded method match for `UnityEngine.Network.InitializeServer(int, int, bool)’ has some invalid arguments
  • error CS1503: Argument #3' cannot convert object’ expression to type `bool’
  • error CS0029: Cannot implicitly convert type UnityEngine.HostData[]' to bool’

JS:
var playerPrefab:GameObject;
var spawnObject:Transform;
var gameName:String = “Network_Testing_Dinges”;

private var refreshing:boolean;
private var hostData:HostData[];

private var btnX:float;
private var btnY:float;
private var btnW:float;
private var btnH:float;

function Start()
{ 
	btnX = Screen.width * 0.05;
	btnY = Screen.width * 0.05;
	btnW = Screen.width * 0.2;
	btnH = Screen.width * 0.2;
}

function startServer()
{
	Network.InitializeServer(32, 25001, !Network.HavePublicAddress);
	MasterServer.RegisterHost(gameName, "Network Testing Name", "This is Network Testing Dinges");
}

function refreshHostList()
{
	MasterServer.RequestHostList(gameName);
	refreshing = true;
}

function Update()
{
	if(refreshing)
	{
		if(MasterServer.PollHostList().Length > 0)
		{
			refreshing = false;
			Debug.Log(MasterServer.PollHostList().Length);
			hostData = MasterServer.PollHostList();
		}	
	}
}

function spawnPlayer()
{
	Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
}

// Messages
function OnServerInitialized()
{
	Debug.Log("Server initialized!");
	spawnPlayer();
}

function OnConnectedToServer() 
{
	Debug.Log("Connected To Server!");
	spawnPlayer();
}

function OnMasterServerEvent(mse: MasterServerEvent) 
{
    if (mse == MasterServerEvent.RegistrationSucceeded) 
    {
        Debug.Log("Registered Server");
    }
}

// GUI
function OnGUI()
{
	if(!Network.isClient && !Network.isServer)
	{
		if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Start Server"))
		{
			Debug.Log("Starting Server");
			startServer();
		}
		
		if(GUI.Button(Rect(btnX, btnY *1.2 + btnH, btnW, btnH), "Refresh Hosts"))
		{
			Debug.Log("Refreshing");
			refreshHostList();
		}
		
		if(hostData)
		{	
			for(var i:int = 0; i <hostData.length; ++i)
			{
				if(GUI.Button(Rect(btnX * 1.5 + btnW, btnY * 1.2 + (btnH * i), btnW * 3, btnH * 0.5), hostData*.gameName))*
  •  		{*
    

_ Network.Connect(hostData*);_
_
}_
_
}_
_
}_
_
}_
_
}*_
C#:
using UnityEngine;
using System.Collections;

public class NetworkManagerScript : MonoBehaviour
{
* GameObject playerPrefab;*
* Transform spawnObject;*
* string gameName = “Network_Testing_Dinges”;*

* private bool refreshing;*
* HostData[] hostData;*

* private float btnX;*
* private float btnY;*
* private float btnW;*
* private float btnH;*

* void Start ()*
* {*
_ btnX = Screen.width * 0.05f;
btnY = Screen.width * 0.05f;
btnW = Screen.width * 0.2f;
btnH = Screen.width * 0.2f;_

* }*

* void startServer ()*
* {*
* Network.InitializeServer(32, 25001, !Network.HavePublicAddress);*
* MasterServer.RegisterHost(gameName, “Network Testing Name”, “This is Network Testing Dinges”);*
* }*

* void refreshHostList ()*
* {*
* MasterServer.RequestHostList(gameName);*
* refreshing = true;*
* }*

* void Update ()*
* {*
* if(refreshing)*
* {*
* if(MasterServer.PollHostList().Length > 0)*
* {*
* refreshing = false;*
* Debug.Log(MasterServer.PollHostList().Length);*
* hostData = MasterServer.PollHostList();*
* } *
* }*
* }*

* void spawnPlayer ()*
* {*
* Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);*
* }*

* // Messages*
* void OnServerInitialized ()*
* {*
* Debug.Log(“Server initialized!”);*
* spawnPlayer();*
* }*

* void OnConnectedToServer (){*
* Debug.Log(“Connected To Server!”);*
* spawnPlayer();*
* }*

* void OnMasterServerEvent ( MasterServerEvent mse)*
* {*
* if (mse == MasterServerEvent.RegistrationSucceeded)*
* {*
* Debug.Log(“Registered Server”);*
* }*
* }*

* // GUI*
* void OnGUI ()*
* {*
* if(!Network.isClient && !Network.isServer)*
* {*
* if(GUI.Button( new Rect(btnX, btnY, btnW, btnH), “Start Server”))*
* {*
* Debug.Log(“Starting Server”);*
* startServer();*
* }*

_ if(GUI.Button( new Rect(btnX, btnY 1.2f + btnH, btnW, btnH), “Refresh Hosts”))_
_
{_
_
Debug.Log(“Refreshing”);_
_
refreshHostList();_
_
}*_

* if(hostData)*
* { *
* for(int i = 0; i <hostData.Length; ++i)*
* {*
_ if(GUI.Button( new Rect(btnX * 1.5f + btnW, btnY * 1.2f + (btnH * i), btnW * 3, btnH * 0.5f), hostData*.gameName))
{
Network.Connect(hostData);
}
}
}
}
}
}*_

couple of things i could notice:

!Network.HavePublicAddress

should be:

!Network.HavePublicAddress()

and you can change :

if(hostData)

to:

if(hostData !=null)