unity 3d - c# scripting problems

ok so im not realy a c# scripter and im also new to unity and i downloaded server fox to try and start a multiplayer game and i was following a tutorial so i got a script and i have 2 errors and i dont have a clue what they meen or how to fix the

here is the script :-

using UnityEngine;

using System; using System.Collections; // for using hash tables using System.Security.Permissions; // for getting the socket policy using SmartFoxClientAPI; // to setup SmartFox connection using SmartFoxClientAPI.Data; // necessary to access the room resource

public class gui_Login : MonoBehaviour {

// smartFox variables
private SmartFoxClient smartFox;
private string serverIP = "127.0.0.1";
private int serverPort = 9339;        // default = 9339
public string zone = "city";
public bool debug = true;

// variables used in script
private string statusMessage = "";
private string username = "";

void Awake() {
    Application.runInBackground = true;     // Let the application be running while the window is not active.

    // Create SmartFox connection if not already available
    if ( SmartFox.IsInitialized() ) {
        Debug.Log("SmartFox is already initialized, reusing connection");
        smartFox = SmartFox.Connection;
    } else {
        if( Application.platform == RuntimePlatform.WindowsWebPlayer ) {
          // Only set this for the webplayer, it breaks pc standalone
            // See http://answers.unity3d.com/questions/25122/ for details
            Security.PrefetchSocketPolicy(serverIP, serverPort);
        }
        try {
            Debug.Log("Starting new SmartFoxClient");
            smartFox = new SmartFoxClient(debug);
            smartFox.runInQueueMode = true;
        } catch ( Exception e ) {
            Debug.Log(e.ToString());
        }
    }

    // Register callback delegates, before callling Connect()
    SFSEvent.onConnection += OnConnection;
    SFSEvent.onConnectionLost += OnConnectionLost;
    SFSEvent.onLogin += OnLogin;
    SFSEvent.onRoomListUpdate += OnRoomList;
    SFSEvent.onDebugMessage += OnDebugMessage;
    //SFSEvent.onJoinRoom += OnJoinRoom;        // We will not join a room in this level

    Debug.Log("Attempting to connect to SmartFoxServer");
    smartFox.Connect(serverIP, serverPort);  
}

void FixedUpdate() {
    smartFox.ProcessEventQueue();
}

void OnGUI() {

    // server IP in bottom left corner
    GUI.Label(new Rect(10, Screen.height-25, 200, 24), "Server: " + serverIP);

    // quit button in bottom right corner
    if ( Application.platform != RuntimePlatform.WindowsWebPlayer ) {         
        if ( GUI.Button(new Rect(Screen.width-150, Screen.height - 50, 100, 24), "Quit") ) {
            smartFox.Disconnect();
            UnregisterSFSSceneCallbacks();
            Application.Quit();
        }
    }

    // Show login fields if connected and reconnect button if disconnect
    if (smartFox.IsConnected()) {
        GUI.Label(new Rect(10, 116, 100, 100), "Username: ");
        username = GUI.TextField(new Rect(100, 116, 200, 20), username, 25);
        if ( GUI.Button(new Rect(100, 166, 100, 24), "Login")  || (Event.current.type == EventType.keyDown && Event.current.character == '
')) {
            smartFox.Login(zone, username, "");
        }
    } else {
        if ( GUI.Button(new Rect(100, 166, 100, 24), "Reconnect")  || (Event.current.type == EventType.keyDown && Event.current.character == '
')) {
        Application.LoadLevel("sc_City");
        }
    }

    // Draw box for status messages, if one is given
    // Contains some logic to parse message of multiple lines if necessary
    if (statusMessage.Length > 0)
    {
        int boxLength = 61;       // define length of status box
        int messageLength = statusMessage.Length;   // get length of status message
        string originalMessage = statusMessage;  // copy message in to work string
        string formattedMessage = "";            // define output message string
        int i = 0;
        while (i + boxLength < messageLength)      // iterate and add newline until over length
        {
            formattedMessage = formattedMessage + originalMessage.Substring(i,boxLength) + "
";
            i = i + boxLength;
        }
        // add last piece of original message
        formattedMessage = formattedMessage + originalMessage.Substring(i,  boxLength - (i + boxLength - messageLength));
        // draw status box with message
        GUI.Box (new Rect (Screen.width - 420,10,400,48), formattedMessage);
    }

}

private void UnregisterSFSSceneCallbacks() {
    // This should be called when switching scenes, so callbacks from the backend do not trigger code in this scene
    SFSEvent.onConnection -= OnConnection;
    SFSEvent.onConnectionLost -= OnConnectionLost;
    SFSEvent.onLogin -= OnLogin;
    SFSEvent.onRoomListUpdate -= OnRoomList;
    SFSEvent.onDebugMessage -= OnDebugMessage;
    //SFSEvent.onJoinRoom -= OnJoinRoom;
}

void OnConnection(bool success, string error) {
    if ( success ) {
        SmartFox.Connection = smartFox;
        statusMessage = "Connected to SmartFox Server";
        Debug.Log(statusMessage);
    } else {
        statusMessage = "Can't connect! " + error;
        Debug.Log(statusMessage);
    }
}

void OnConnectionLost() {
    statusMessage = "Connection lost / no connection to server";
}

public void OnDebugMessage(string message) {
    Debug.Log("[SFS DEBUG] " + message);
}

public void OnLogin(bool success, string name, string error) {
    if ( success ) {
        statusMessage = "Login for user \"" + name +  "\" successful.";
        // Lets wait for the room list
    } else {
        // Login failed - lets display the error message sent to us
        statusMessage = "Login error: " + error;
    }
}

/*

// We will not join a room in this level, the NetworkController in the next scene will take care of that
void OnJoinRoom(Room room)
{
    Debug.Log("Room " + room.GetName() + " joined successfully");
    smartFox.SendPublicMessage(smartFox.myUserName + " has joined");
    // We can now move on to the next level
    UnregisterSFSSceneCallbacks();
    Application.LoadLevel("sc_City");
}</p>

/

void OnRoomList(Hashtable roomList) {
    try {
        foreach (int roomId in roomList.Keys)   {          
            Room room = (Room)roomList[roomId];
            if (room.IsPrivate()) {
                Debug.Log("Room id: " + roomId + " has name: " + room.GetName() + "(private)");
            }
            Debug.Log("Room id: " + roomId + " has name: " + room.GetName());
        }
        // Users always have to be in a room, but we'll do that in the next level
        /*
        if (smartFox.GetActiveRoom() == null) {
            smartFox.JoinRoom("Central Square");
        }*/ 
        UnregisterSFSSceneCallbacks
        Application.LoadLevel("sc login"); 

    }
{
    catch (Exception e)
        Debug.Log("Room list error: "+e.Message+" "+e.StackTrace);
}

here are the errors :-

  1. Assets/scripts/GUI_login.cs(178,44): error CS1519: Unexpected symbol `sc login' in class, struct, or interface member declaration

  2. Assets/scripts/GUI_login.cs(181,9): error CS8025: Parsing error

as i said i am a complete novice and i dont have a clue how to fix these errors or what they meen so any help that anyone counld give would be welcome :) Thankyou (in advance).

Here's a couple of things you can do that will make it easier to help:

  1. Edit your post and fix the formatting. (I think the code formatting doesn't always work correctly, but if you post and see that it's wrong, you should at least try to fix it.)

  2. In addition to posting the script in its entirety, also post the exact lines that are generating the errors, and/or add easy-to-find comments to the script showing where these lines are.