64,24): warning CS0219: The variable `nextTetromino' is assigned but its value is never used, (131,163): error CS0119: Expression denotes a `type', where a `variable', `value' or `method group' was expected

here is the script i am doing for a class, its two parts, also whenever i go to said errors to find out what is going on and even go back to video from class everything on my professor end looks the same as mine so i am not sure what i did wrong -

this is the game script

using UnityEngine;
using System.Collections;

public class Game : MonoBehaviour {

public static int gridWidth = 10;
public static int gridHeight = 20;

public static Transform[,] grid = new Transform[gridWidth, gridHeight];

// Use this for initialization
void Start () {

	SpawnNextTetromino ();

}

// Update is called once per frame
void Update () {

}

public void updateGrid (Tetromino tetromino) {

	for (int y = 0; y <gridHeight; ++y) {

		for (int x = 0; x <gridWidth; ++x) {

			if (grid [x, y] != null) {

				if (grid [x, y].parent == tetromino.transform) {

					grid [x, y] = null;
				}
			}
		}
	}

	foreach (Transform mino in tetromino.transform) {

		Vector2 pos = Round (mino.position);

		if (pos.y < gridHeight) {

			grid [(int)pos.x, (int)pos.y] = mino;
		}
	}
}

public Transform GetTransformAtGetPosition (Vector2 pos) {

	if (pos.y > gridHeight - 1) {

		return null;

	} else {

		return grid [(int)pos.x, (int)pos.y];
	}
}

public void SpawnNextTetromino () {

    GameObject nextTetromino = (GameObject)Instantiate(Resources.Load(GetRandomTetromino(), typeof(GameObject)), new Vector2 (5.0f, 20.0f), Quaternion.identity);
}

public bool CheckIsInsideGrid (Vector2 pos) {

	return ((int)pos.x >= 0 && (int)pos.x < gridWidth && (int)pos.y >= 0);
}

	public Vector2 Round (Vector2 pos) {

	return new Vector2 (Mathf.Round(pos.x), Mathf.Round(pos.y));
}

string GetRandomTetromino () {

	int RandomTetromino = Random.Range (1, 8);

	string RandomTetrominoName = "Prefabs/Tetromino_T";

	switch (RandomTetromino) {

	case 1:
		RandomTetrominoName = "Prefabs/Tetromino_T";
		break;

	case 2:
		RandomTetrominoName = "Prefabs/Tetromino_Long";
		break;

	case 3:
		RandomTetrominoName = "Prefabs/Tetromino_Square";
		break;

	case 4:
		RandomTetrominoName = "Prefabs/Tetromino_J";
		break;

	case 5:
		RandomTetrominoName = "Prefabs/Tetromino_L";
		break;

	case 6:
		RandomTetrominoName = "Prefabs/Tetromino_S";
		break;

	case 7:
		RandomTetrominoName = "Prefabs/Tetromino_Z";
		break;
	}

	return RandomTetrominoName;
 }

}

	and this is the tetromino script 

using UnityEngine;
using System.Collections;

public class Tetromino : MonoBehaviour {

float fall = 0;
public float fallSpeed = 1;

public bool allowRotation = true;
public bool limitRoatation = false;


// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

	CheckUserInput ();
}

void CheckUserInput () {

	if (Input.GetKeyDown(KeyCode.RightArrow)) {

		transform.position += new Vector3(1, 0, 0);

		if (CheckIsValidPosition()) {

			FindObjectOfType<Game>().updateGrid(this);

		} else {

			transform.position += new Vector3(-1, 0, 0);

		}

	} else if (Input.GetKeyDown(KeyCode.LeftArrow)) {

		transform.position += new Vector3(-1, 0, 0);

		if (CheckIsValidPosition()) {

			FindObjectOfType<Game>().updateGrid(this);
			
		} else {
			
			transform.position += new Vector3(1, 0, 0);
		}

	} else if (Input.GetKeyDown(KeyCode.UpArrow)) {

		if (allowRotation) {

			if (limitRoatation) {

				if (transform.rotation.eulerAngles.z >= 90) {

					transform.Rotate(0, 0, -90);
				} else {

					transform.Rotate(0, 0, 90);

				}

		    } else {

			    transform.Rotate (0, 0, 90);
			}
			    
			if (CheckIsValidPosition()) {

				FindObjectOfType<Game>().updateGrid(this);
		 
		    } else {

				if (transform.rotation.eulerAngles.z >= 90) {

					transform.Rotate(0, 0, -90);
				
				} else {

					if (limitRoatation) {

				    transform.Rotate (0, 0, 90);
				  
				    }
					 
				    transform.Rotate (0, 0, -90);
			    }
			 }
		  }
				 

	  } else if (Input.GetKeyDown(KeyCode.DownArrow) || Time.time - fall >= fallSpeed) {

	       transform.position += new Vector3(0, -1, 0);

	       if (CheckIsValidPosition()) {

			FindObjectOfType<Game>().updateGrid(this);
			
	  } else {
			
		transform.position += new Vector3(0, 1, 0);

			enabled = false;

			FindObjectOfType<Game>().SpawnNextTetromino();
			
	}

	fall = Time.time;
}

}

bool CheckIsValidPosition () {

	foreach (Transform mino in transform) {

		Vector2 pos = FindObjectOfType<Game>().Round (mino.position);

		if (FindObjectOfType<Game>().CheckIsInsideGrid (pos) == false) {

			return false;
		}

		 if (FindObjectOfType<Game>().GetTransformAtGetPosition(pos) != null && FindObjectOfType<Game>().GetTransformAtGetPosition(pos).parent != Transform) {

			return false;
		}
	}

	return true;
}

}

if anyone can help me i would appreciate it thanks in advance

Short answer:

You are comparing vs a Transform type, not the transform variable.

Notice T and t is different.

Long answer:

error CS0119:
Expression denotes a `type', where a `variable', `value' or `method group' was expected

And then we have the snippet of code:

      if (FindObjectOfType<Game>().GetTransformAtGetPosition(pos) != null && FindObjectOfType<Game>().GetTransformAtGetPosition(pos).parent != Transform) {

Okay, that’s one big sausage you got there. But I can spot the issue. Let me reduce the code so it becomes clearer.

var game = FindObjectOfType<Game>();
var atPos = game.GetTransformAtGetPosition(pos);

if (atPos && atPos.parent != Transform)

Let’s focus on the right side of the logical and operator &&

atPos.parent != Transform

If it is not immediately clear to you, you’re trying to perform a test between a Transform variable and the type Transform. This is what the error message says:
Expression denotes a type, where a variable, value or method group was expected

The typo is then obvious and it should be testing against transform.

atPos.parent != transform

Then we can sausageify it back up the way it was with that simple fix.

      if (FindObjectOfType<Game>().GetTransformAtGetPosition(pos) != null && FindObjectOfType<Game>().GetTransformAtGetPosition(pos).parent != transform) {