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Question by JewishPriest · Sep 07, 2014 at 09:49 PM · c#errorunexpected-symbol

Unexpected symbol 'Flip' and 'else'

On lines 81 and 83 I am getting two errors. One is error CCS1525: Unexpected symbol 'Flip'. the other is error CS1525: Unexpected symbol 'else' using UnityEngine;

 public class PlatformerCharacter2D : MonoBehaviour 
 {
     bool facingRight = true;                            // For determining which way the player is currently facing.
 
     [SerializeField] float maxSpeed = 10f;                // The fastest the player can travel in the x axis.
     [SerializeField] float jumpForce = 400f;            // Amount of force added when the player jumps.    
 
     [Range(0, 1)]
     [SerializeField] float crouchSpeed = .36f;            // Amount of maxSpeed applied to crouching movement. 1 = 100%
     
     [SerializeField] bool airControl = false;            // Whether or not a player can steer while jumping;
     [SerializeField] LayerMask whatIsGround;            // A mask determining what is ground to the character
     
     Transform groundCheck;                                // A position marking where to check if the player is grounded.
     float groundedRadius = .2f;                            // Radius of the overlap circle to determine if grounded
     bool grounded = false;                                // Whether or not the player is grounded.
     Transform ceilingCheck;                                // A position marking where to check for ceilings
     float ceilingRadius = .01f;                            // Radius of the overlap circle to determine if the player can stand up
     Animator anim;                                        // Reference to the player's animator component.
 
     Transform playerGraphics;                            // Reference to the graphics so we can change direction
 
 
     void Awake()
     {
                 // Setting up references.
                 groundCheck = transform.Find ("GroundCheck");
                 ceilingCheck = transform.Find ("CeilingCheck");
                 anim = GetComponent<Animator> ();
                 playerGraphics = transform.FindChild ("Graphics");
                 if (playerGraphics == null) {
 
                         Debug.LogError ("Let's freak out! There is no 'Graphics' object as a child of the player");
                 }
         }
 
 
     void FixedUpdate()
     {
         // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
         grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
         anim.SetBool("Ground", grounded);
 
         // Set the vertical animation
         anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
     }
 
 
     public void Move(float move, bool crouch, bool jump)
     {
 
 
         // If crouching, check to see if the character can stand up
         if(!crouch && anim.GetBool("Crouch"))
         {
             // If the character has a ceiling preventing them from standing up, keep them crouching
             if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
                 crouch = true;
         }
 
         // Set whether or not the character is crouching in the animator
         anim.SetBool("Crouch", crouch);
 
         //only control the player if grounded or airControl is turned on
         if(grounded || airControl)
         {
             // Reduce the speed if crouching by the crouchSpeed multiplier
             move = (crouch ? move * crouchSpeed : move);
 
             // The Speed animator parameter is set to the absolute value of the horizontal input.
             anim.SetFloat("Speed", Mathf.Abs(move));
 
             // Move the character
             rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
             
             // If the input is moving the player right and the player is facing left...
             if(move > 0 && !facingRight
                 // ... flip the player.
                Flip();
             // Otherwise if the input is moving the player left and the player is facing right...
             else if(move < 0 && facingRight)
                 // ... flip the player.
                 Flip();
         }
 
         // If the player should jump...
         if (grounded && jump) {
             // Add a vertical force to the player.
             anim.SetBool("Ground", false);
             rigidbody2D.AddForce(new Vector2(0f, jumpForce));
         }
     }
 
     
     void Flip ()
     {
         // Switch the way the player is labelled as facing.
         facingRight = !facingRight;
         
         // Multiply the player's x local scale by -1.
         Vector3 theScale = playerGraphics.localScale;
         theScale.x *= -1;
         playerGraphics.localScale = theScale;
     }
 }
 
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Answer by Landern · Sep 07, 2014 at 09:51 PM

You have a malformed IF statement

Line: 77

 if(move > 0 && !facingRight // <-- YOURE MISSING A CLOSING PARENTHESIS

change to:

 if(move > 0 && !facingRight)


Also a note, if you're going to use comments that add more then one life in an if statement, put it in curly braces to block in the code line and the comments.

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