Converting Code Problem

Hello there i saw some movement code in internet, its actually in Java Script i need to convert into C# Script. I tried but some error is there…

Here is Original Code Doesn’t have any errors

var smooth:int;
var clickeffect:GameObject ;
var targetposition:Vector3;
var speed:int;

function Update()
{
if(Input.GetKeyDown(KeyCode.Mouse0))
{
smooth = 25;
var playerplane = new Plane(Vector3.up, transform.position);
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
var hitdist = 0.0f;
if(playerplane.raycast(ray, hitdist))
{
var targetpoint = ray.getpoint(hitdist);
targetposition = ray.getpoint(hitdist);
var targetrotation = Quaternion.LookRotation(targetpoint - transform.position);
transform.rotation = targetrotation;
}
}

var dir:Vector3 = targetposition - transform.position;
var dist:float  = dir.magnitude;
var move:float = speed * Time.deltaTime;
if(dist > move)
{
transform.position += dir.normalized * move;
Instantiate(clickeffect, targetposition, Quaternion.identity);
}
else 
{
transform.position = targetposition;
}
transform.position += (targetposition - transform.position).normalized * speed * Time.deltaTime;
}

Here is my Code(after Converted)

using UnityEngine;
using System.Collections;

public class Move : MonoBehaviour 
{
	public int smooth;
	public GameObject clickeffect;
	private Vector3 targetposition;
	public float speed = 60.0f;

	void Start()
	{
		targetposition = transform.position;
	}

	void Update()
	{
		if(Input.GetKeyDown (KeyCode.Mouse0))
		{
			smooth = 25;
			Plane playerplane = new Plane(Vector3.up, transform.position);
			Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
			float hitdist = 0.0f;
			if(playerplane.Raycast(ray, hitdist))
			{
				Ray targetpoint = ray.GetPoint(hitdist);
				targetposition = ray.GetPoint(hitdist);
				Quaternion targetrotation = Quaternion.LookRotation(targetpoint - transform.position);
				transform.rotation = targetrotation;
			}
		}
		Vector3 dir = targetposition - transform.position;
		float dist = dir.magnitude;
		float move = speed * Time.deltaTime;
		if(dist > move)
		{
			transform.position +=  * move;
			Instantiate(clickeffect, targetposition, Quaternion.identity);
		}
		else 
		{
			transform.position = targetposition;
		}
		transform.position += (targetposition - transform.position).normalized * speed * time.deltatime;
	}
}

-Prasanna

here :
using UnityEngine;
using System.Collections;

public class Move : MonoBehaviour 
{
    public int smooth;
    public GameObject clickeffect;
    private Vector3 targetposition;
    public float speed = 60.0f;
 
    void Start()
    {
        targetposition = transform.position;
    }
 
    void Update()
    {
        if(Input.GetKeyDown (KeyCode.Mouse0))
        {
            smooth = 25;
            Plane playerplane = new Plane(Vector3.up, transform.position);
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            float hitdist = 0.0f;
            if(playerplane.Raycast( ray, out hitdist))
            {
                Vector3 targetpoint = ray.GetPoint(hitdist);
                targetposition = ray.GetPoint(hitdist);
                Quaternion targetrotation = Quaternion.LookRotation(targetpoint - transform.position);
                transform.rotation = targetrotation;
            }
        }
        Vector3 dir = targetposition - transform.position;
        float dist = dir.magnitude;
        float move = speed * Time.deltaTime;
        if(dist > move)
        {
            transform.position += dir.normalized * move;
            Instantiate(clickeffect, targetposition, Quaternion.identity);
        }
        else 
        {
            transform.position = targetposition;
        }
        transform.position += (targetposition - transform.position).normalized * speed * Time.deltaTime;
    }
}