Weird warnings after translating javascript to C#

I translated the third person script from Javascript to C#, everything runs fine but when I build the game I get these weird warnings, the build game works perfectly

Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonShooter.cs(485,14): warning CS0219: The variable `jumpButton’ is assigned but its value is never used

Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonShooter.cs(161,15): warning CS0414: The private field `ThirdPersonShooter.lastJumpStartHeight’ is assigned but its value is never used

Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonShooter.cs(485,14): warning CS0219: The variable `jumpButton’ is assigned but its value is never used

I know what those are, but its weird to me that if any of those values are never used how am I able to jump?

This is the code, Im only been coding for like a week, so Im a little worried for future bugs in my game.

using UnityEngine;

using System.Collections;

[AddComponentMenu("Rayco's scripts/third person controller")]

public class ThirdPersonShooter : MonoBehaviour {

    public AnimationClip idleAnimation;

    public AnimationClip walkAnimation;

    public AnimationClip runAnimation;

    public AnimationClip jumpPoseAnimation;

    

    public float walkMaxAnimationSpeed = 0.75F;

    public float trotMaxAnimationSpeed = 1F;

    public float runMaxAnimationSpeed = 1F;

    public float jumpAnimationSpeed = 1F;

    public float landAnimationSpeed =1F;

    

    private Animation _animation;

    

    enum CharacterState {

        Idle = 0,

        Walking = 1,

        Trotting = 2,

        Running = 3,

        Jumping = 4,    

    }

    private CharacterState _characterState;

    // The speed when walking

    public float walkSpeed = 2.0F;

    // after trotAfterSeconds of walking we trot with trotSpeed

    public float trotSpeed = 4.0F;

    // when pressing "Fire3" button (cmd) we start running

    public float runSpeed = 6.0F;

 

    public float inAirControlAcceleration = 3.0F;

 

    // How high do we jump when pressing jump and letting go immediately

    public float jumpHeight = 0.5F;

 

    // The gravity for the character

    public float gravity = 20.0F;

    // The gravity in controlled descent mode

    public float speedSmoothing = 10.0F;

    public float rotateSpeed = 500.0F;

    public float trotAfterSeconds = 3.0F;

    

    public bool canJump= true;

    

private float jumpRepeatTime = 0.05F;

private float jumpTimeout = 0.15F;

private float groundedTimeout = 0.25F;

 

// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.

private float lockCameraTimer = 0.0F;

 

// The current move direction in x-z

private Vector3 moveDirection = Vector3.zero;

// The current vertical speed

private float verticalSpeed = 0.0F;

// The current x-z move speed

private float moveSpeed = 0.0F;

    

    // The last collision flags returned from controller.Move

private CollisionFlags collisionFlags ; 

 

// Are we jumping? (Initiated with jump button and not grounded yet)

private bool jumping = false;

private bool jumpingReachedApex = false;

 

// Are we moving backwards (This locks the camera to not do a 180 degree spin)

private bool movingBack = false;

// Is the user pressing any keys?

private bool isMoving = false;

// When did the user start walking (Used for going into trot after a while)

private float walkTimeStart = 0.0F;

// Last time the jump button was clicked down

private float lastJumpButtonTime = -10.0F;

// Last time we performed a jump

private float lastJumpTime = -1.0F;

 

 

// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)

private float lastJumpStartHeight = 0.0F;

 

 

private Vector3 inAirVelocity = Vector3.zero;

 

private float lastGroundedTime = 0.0F;

 

 

private bool isControllable = true;

 

    // Use this for initialization

    void  Awake (){

    moveDirection = transform.TransformDirection(Vector3.forward);

    

    _animation = GetComponent<Animation>();

    if(!_animation)

        Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");

    

    /*

public AnimationClip idleAnimation;

public AnimationClip walkAnimation;

public AnimationClip runAnimation;

public AnimationClip jumpPoseAnimation; 

    */

    if(!idleAnimation) {

        _animation = null;

        Debug.Log("No idle animation found. Turning off animations.");

    }

    if(!walkAnimation) {

        _animation = null;

        Debug.Log("No walk animation found. Turning off animations.");

    }

    if(!runAnimation) {

        _animation = null;

        Debug.Log("No run animation found. Turning off animations.");

    }

    if(!jumpPoseAnimation && canJump) {

        _animation = null;

        Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");

    }

            

}

    void  UpdateSmoothedMovementDirection (){

    Transform cameraTransform = Camera.main.transform;

    bool grounded = IsGrounded();

    

    // Forward vector relative to the camera along the x-z plane    

    Vector3 forward= cameraTransform.TransformDirection(Vector3.forward);

    forward.y = 0;

    forward = forward.normalized;

 

    // Right vector relative to the camera

    // Always orthogonal to the forward vector

     Vector3 right= new Vector3(forward.z, 0, -forward.x);

 

    float v= Input.GetAxisRaw("Vertical");

    float h= Input.GetAxisRaw("Horizontal");

 

    // Are we moving backwards or looking backwards

    if (v < -0.2f)

        movingBack = true;

    else

        movingBack = false;

    

    bool wasMoving= isMoving;

    isMoving = Mathf.Abs (h) > 0.1f || Mathf.Abs (v) > 0.1f;

        

    // Target direction relative to the camera

    Vector3 targetDirection= h * right + v * forward;

    

    // Grounded controls

    if (grounded)

    {

        // Lock camera for short period when transitioning moving & standing still

        lockCameraTimer += Time.deltaTime;

        if (isMoving != wasMoving)

            lockCameraTimer = 0.0f;

 

        // We store speed and direction seperately,

        // so that when the character stands still we still have a valid forward direction

        // moveDirection is always normalized, and we only update it if there is user input.

        if (targetDirection != Vector3.zero)

        {

            // If we are really slow, just snap to the target direction

            if (moveSpeed < walkSpeed * 0.9f && grounded)

            {

                moveDirection = targetDirection.normalized;

            }

            // Otherwise smoothly turn towards it

            else

            {

                moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);

                

                moveDirection = moveDirection.normalized;

            }

        }

        

        // Smooth the speed based on the current target direction

        float curSmooth= speedSmoothing * Time.deltaTime;

        

        // Choose target speed

        //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways

        float targetSpeed= Mathf.Min(targetDirection.magnitude, 1.0f);

    

        _characterState = CharacterState.Idle;

        

        // Pick speed modifier

        if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))

        {

            targetSpeed *= runSpeed;

            _characterState = CharacterState.Running;

        }

        else if (Time.time - trotAfterSeconds > walkTimeStart)

        {

            targetSpeed *= trotSpeed;

            _characterState = CharacterState.Trotting;

        }

        else

        {

            targetSpeed *= walkSpeed;

            _characterState = CharacterState.Walking;

        }

        

        moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);

        

        // Reset walk time start when we slow down

        if (moveSpeed < walkSpeed * 0.3f)

            walkTimeStart = Time.time;

    }

    // In air controls

    else

    {

        // Lock camera while in air

        if (jumping)

            lockCameraTimer = 0.0f;

 

        if (isMoving)

            inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;

    }

    

 

        

}

void  ApplyJumping (){

    // Prevent jumping too fast after each other

    if (lastJumpTime + jumpRepeatTime > Time.time)

        return;

 

    if (IsGrounded()) {

        // Jump

        // - Only when pressing the button down

        // - With a timeout so you can press the button slightly before landing     

        if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {

            verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);

            SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);

        }

    }

}

void  ApplyGravity (){

    if (isControllable) // don't move player at all if not controllable.

    {

        // Apply gravity

        bool jumpButton= Input.GetButton("Jump");

        

        

        // When we reach the apex of the jump we send out a message

        if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0f)

        {

            jumpingReachedApex = true;

            SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);

        }

    

        if (IsGrounded ())

            verticalSpeed = 0.0f;

        else

            verticalSpeed -= gravity * Time.deltaTime;

    }

}

float  CalculateJumpVerticalSpeed ( float targetJumpHeight  ){

    // From the jump height and gravity we deduce the upwards speed 

    // for the character to reach at the apex.

    return Mathf.Sqrt(2 * targetJumpHeight * gravity);

}   

void  DidJump (){

    jumping = true;

    jumpingReachedApex = false;

    lastJumpTime = Time.time;

    lastJumpStartHeight = transform.position.y;

    lastJumpButtonTime = -10;

    

    _characterState = CharacterState.Jumping;

}

void  Update (){

    

    if (!isControllable)

    {

        // kill all inputs if not controllable.

        Input.ResetInputAxes();

    }

 

    if (Input.GetButtonDown ("Jump"))

    {

        lastJumpButtonTime = Time.time;

    }

 

    UpdateSmoothedMovementDirection();

    

    // Apply gravity

    // - extra power jump modifies gravity

    // - controlledDescent mode modifies gravity

    ApplyGravity ();

 

    // Apply jumping logic

    ApplyJumping ();

    

    // Calculate actual motion

    Vector3 movement= moveDirection * moveSpeed + new Vector3 (0, verticalSpeed, 0) + inAirVelocity;

    movement *= Time.deltaTime;

    

    // Move the controller

    CharacterController controller = GetComponent<CharacterController>();

    collisionFlags = controller.Move(movement);

    

    // ANIMATION sector

    if(_animation) {

        if(_characterState == CharacterState.Jumping) 

        {

            if(!jumpingReachedApex) {

                _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;

                _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;

                _animation.CrossFade(jumpPoseAnimation.name);

            } else {

                _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;

                _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;

                _animation.CrossFade(jumpPoseAnimation.name);               

            }

        } 

        else 

        {

            if(controller.velocity.sqrMagnitude < 0.1f) {

                _animation.CrossFade(idleAnimation.name);

            }

            else 

            {

                if(_characterState == CharacterState.Running) {

                    _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, runMaxAnimationSpeed);

                    _animation.CrossFade(runAnimation.name);    

                }

                else if(_characterState == CharacterState.Trotting) {

                    _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, trotMaxAnimationSpeed);

                    _animation.CrossFade(walkAnimation.name);   

                }

                else if(_characterState == CharacterState.Walking) {

                    _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, walkMaxAnimationSpeed);

                    _animation.CrossFade(walkAnimation.name);   

                }

                

            }

        }

    }

    // ANIMATION sector

    

    // Set rotation to the move direction

    if (IsGrounded())

    {

        

        transform.rotation = Quaternion.LookRotation(moveDirection);

            

    }   

    else

    {

        Vector3 xzMove= movement;

        xzMove.y = 0;

        if (xzMove.sqrMagnitude > 0.001f)

        {

            transform.rotation = Quaternion.LookRotation(xzMove);

        }

    }   

    

    // We are in jump mode but just became grounded

    if (IsGrounded())

    {

        lastGroundedTime = Time.time;

        inAirVelocity = Vector3.zero;

        if (jumping)

        {

            jumping = false;

            SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);

        }

    }

}

void  OnControllerColliderHit ( ControllerColliderHit hit   ){

//  Debug.DrawRay(hit.point, hit.normal);

    if (hit.moveDirection.y > 0.01f) 

        return;

}   

    float  GetSpeed (){

    return moveSpeed;

}

 

bool  IsJumping (){

    return jumping;

}

 

bool  IsGrounded (){

    return (collisionFlags & CollisionFlags.CollidedBelow) != 0;

}

 

Vector3  GetDirection (){

    return moveDirection;

}

 

bool  IsMovingBackwards (){

    return movingBack;

}

 

float  GetLockCameraTimer (){

    return lockCameraTimer;

}

 

bool IsMoving (){

     return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;

}

 

bool  HasJumpReachedApex (){

    return jumpingReachedApex;

}

 

bool  IsGroundedWithTimeout (){

    return lastGroundedTime + groundedTimeout > Time.time;

}

 

void  Reset (){

    gameObject.tag = "Player";

}

 

}

I am not going to read your code because it is way to long.

There warnings are simple. You made some variables and initialized them.
For instance:

int a = 5;
int b;
//other code...
b = 4;

However, you never used these variables in any way. This simply means that either you forgot to use them or that your code works even if you didnt have these variables as they are not doing anything really. In your case it is this line:

bool jumpButton= Input.GetButton("Jump");

You NEVER used jumpButton variable either in IF statement or any other non-assigning statement.