Translating C-Sharp code to Javascript code.

Here is the c# script:

using UnityEngine;
using System.Collections;

public class NetworkManager : MonoBehaviour
{
    private const string typeName = "UniqueGameName";
    private const string gameName = "RoomName";

    private bool isRefreshingHostList = false;
    private HostData[] hostList;

    public GameObject playerPrefab;

    void OnGUI()
    {
        if (!Network.isClient && !Network.isServer)
        {
            if (GUI.Button(new Rect(100, 100, 250, 100), "Start Server"))
                StartServer();

            if (GUI.Button(new Rect(100, 250, 250, 100), "Refresh Hosts"))
                RefreshHostList();

            if (hostList != null)
            {
                for (int i = 0; i < hostList.Length; i++)
                {
                    if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList*.gameName))*

JoinServer(hostList*);*
}
}
}
}

private void StartServer()
{
Network.InitializeServer(5, 25000, !Network.HavePublicAddress());
MasterServer.RegisterHost(typeName, gameName);
}

void OnServerInitialized()
{
SpawnPlayer();
}

void Update()
{
if (isRefreshingHostList && MasterServer.PollHostList().Length > 0)
{
isRefreshingHostList = false;
hostList = MasterServer.PollHostList();
}
}

private void RefreshHostList()
{
if (!isRefreshingHostList)
{
isRefreshingHostList = true;
MasterServer.RequestHostList(typeName);
}
}

private void JoinServer(HostData hostData)
{
Network.Connect(hostData);
}

void OnConnectedToServer()
{
SpawnPlayer();
}

private void SpawnPlayer()
{
_ Network.Instantiate(playerPrefab, Vector3.up * 1, Quaternion.identity, 0);_
}
}
Here is the java script:
private var typename : const string = “UniqueGameName”;
private var typename : const string = “RoomName”;

private var isRefreshingHostList : boolean = false;
private var hostList : HostData[];

var playerPrefab : GameObject;

function OnGUI ()
{
if(!Network.isClient && !Network.isServer)
{
if (GUI.Button(new Rect(100, 100, 250, 100), “Start Server”))
StartServer();

if (GUI.Button(new Rect(100, 250, 250, 100), “Refresh Hosts”))
RefreshHostList();

if (hostList != null)
{
for (int i = 0; i < hostList.Length; i++)
{
if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList*.gameName))*
JoinServer(hostList*);*
}
}
}
}

private function StartServer()
{
Network.InitializeServer(5, 25000, !Network.HavePublicAddress());
MasterServer.RegisterHost(typeName, gameName);
}

function OnServerInitialized ()
{
SpawnPlayer();
}

function Update()
{
if (isRefreshingHostList && MasterServer.PollHostList().Length > 0)
{
isRefreshingHostList = false;
hostList = MasterServer.PollHostList();
}
}

private function RefreshHostList()
{
if (!isRefreshingHostList)
{
isRefreshingHostList = true;
MasterServer.RequestHostList(typeName);
}
}

private function JoinServer(HostData hostData)
{
Network.Connect(hostData);
}

function OnConnectedToServer()
{
SpawnPlayer();
}

function SpawnPlayer()
{
_ Network.Instantiate(playerPrefab, Vector3.up * 1, Quaternion.identity, 0);
}_

#pragma strict

private var isRefreshingHostList : boolean = false;
private var hostList : HostData[];


var typeName : String;
var gameName : String;

var playerPrefab : GameObject;

function OnGUI()
{
	if (!Network.isClient && !Network.isServer)
	{
		if (GUI.Button(Rect(100, 100, 250, 100), "Start Server"))
			StartServer();
		
		if (GUI.Button(Rect(100, 250, 250, 100), "Refresh Hosts"))
			RefreshHostList();
		
		if (hostList != null)
		{
			for (var i : int = 0; i < hostList.Length; i++)
			{
				if (GUI.Button(Rect(400, 100 + (110 * i), 300, 100), hostList*.gameName))*

_ JoinServer(hostList*);_
_
}_
_
}_
_
}_
_
}*_

private function StartServer()
{
* Network.InitializeServer(5, 25000, !Network.HavePublicAddress());*
* MasterServer.RegisterHost(typeName, gameName);*
}

function OnServerInitialized()
{
* SpawnPlayer();*
}

function Update()
{
* if (isRefreshingHostList && MasterServer.PollHostList().Length > 0)*
* {*
* isRefreshingHostList = false;*
* hostList = MasterServer.PollHostList();*
* }*
}

private function RefreshHostList()
{
* if (!isRefreshingHostList)*
* {*
* isRefreshingHostList = true;*
* MasterServer.RequestHostList(typeName);*
* }*
}

private function JoinServer(hostData : HostData)
{
* Network.Connect(hostData);*
}

function OnConnectedToServer()
{
* SpawnPlayer();*
}

private function SpawnPlayer()
{
_ Network.Instantiate(playerPrefab, Vector3.up * 1, Quaternion.identity, 0);_
}