Would someone mind converting a C# script to JS? (I tried)

Hey all, I have found a script and was hoping someone could convert it to .js?
It is kinda the same as a script I tried to do wich is in the link if you wanna see my mess.

This script does what I couldn’t manage to do in my script (see link).
But it a lot simpler…

[link text][1]

I have tried heheh and my attempt is there…
I have never done C#, I do see what it is doing, but I cant get every letter/symbol down-pat

Thanks! Tim.

Here is my attempt:

//using UnityEngine;
//using System.Collections;

    var string typeName = "sev7n";
    var const string gameName = "RoomName";

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

    var playerPrefab : GameObject ;
    var spawnpos : Transform ;

    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)
            {
                for (var i:int = 0; i<hostData.length; i++)
                {
                    if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList*.gameName))*

JoinServer(hostList*);*

}
}
}

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();
}
}

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

function JoinServer(HostData:hostData){

Network.Connect(hostData);
}

function OnConnectedToServer(){

SpawnPlayer();
}

function SpawnPlayer()
{
Network.Instantiate(playerPrefab, spawnpos.position, spawnpos.rotation, 0);
}
And here is the actual C# script
using UnityEngine;
using System.Collections;

public class NetworkManager : MonoBehaviour
{
private const string typeName = “sev7n”;
private const string gameName = “RoomName”;

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

public GameObject playerPrefab;
* public Transform spawnpos;*

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, spawnpos.position, spawnpos.rotation, 0);*
* }*
}
_*[1]: http://answers.unity3d.com/questions/581699/how-do-i-networkinstantiate-an-object-based-on-pla.html*_

Here it is if anyone wants it, The comment Alucardj is basically the answer :slight_smile:

var  typeName : String = "UniqueNAme";
var   gameName : String = "RoomName";

var isRefreshingHostList : boolean = false;
var hostData : HostData[];

var playerPrefab : GameObject ;
var spawnpos : Transform ;

    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 (hostData)
            {
                for (var i:int = 0; i<hostData.length; i++)
                {
                    if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostData*.gameName))*

JoinServer(hostData*);*

}
}
}
}

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;
hostData = MasterServer.PollHostList();

}
}

function RefreshHostList(){
if (!isRefreshingHostList){

isRefreshingHostList = true;
MasterServer.RequestHostList(typeName);
}
}

function JoinServer(hostData:HostData){

Network.Connect(hostData);
}

function OnConnectedToServer(){

SpawnPlayer();
}

function SpawnPlayer(){

Network.Instantiate(playerPrefab, spawnpos.position, spawnpos.rotation, 0);
}