AI Code Not Working

My code will not work it keeps on popping up error CS1585 " Member modifier ‘public’ must precede the member type and name" If you know how you can help me fix it please let me know because I am not the best with coding as I have only been doing gave dev for about a month and a half, also if there are any other problems please let me know

My Code:

using UnityEngine;
using UnityEngine.AI;

public class AILocomotion : MonoBehaviour
{
public NavMeshAgent agent;

public Transform player;

public LayerMask whatIsGround, whatIsPlayer;

public float health;

//Patroling
public Vector3 walkPoint;
bool walkPointSet;
public float walkPointRange;

//Attacking
public float timeBetweenAttacks;
bool alreadyAttacked;
public THROWING ITEM; projectile

//States
(Problem right here) ----> public float SightRange, AttackRange;
public bool playerInSightRange, playerInAttackRange;

private void Awake()
{
player = GameObject.Find(“PlayerObj”).transform;
agent = GetComponent();
}

private void Update()
{
//Check for sight and attack range
playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);

if (!playerInSightRange && !playerInAttackRange) Patroling();
if (playerInSightRange && !playerInAttackRange) ChasePlayer();
if (playerInAttackRange && playerInSightRange) AttackPlayer();
}

private void Patroling()
{
if (!walkPointSet) SearchWalkPoint();

if (walkPointSet)
agent.SetDestination(walkPoint);

Vector3 distanceToWalkPoint = transform.position - walkPoint;

//Walkpoint reached
if (distanceToWalkPoint.magnitude < 1f)
walkPointSet = false;
}
private void SearchWalkPoint()
{
//Calculate random point in range
float randomZ = Random.Range(-walkPointRange, walkPointRange);
float randomX = Random.Range(-walkPointRange, walkPointRange);

walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);

if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
walkPointSet = true;
}

private void ChasePlayer()
{
agent.SetDestination(player.position);
}

private void AttackPlayer()
{
//Make sure enemy doesn’t move
agent.SetDestination(transform.position);

transform.LookAt(player);

if (!alreadyAttacked)
{
///Attack code here
Rigidbody rb = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent();
rb.AddForce(transform.forward * 32f, ForceMode.Impulse);
rb.AddForce(transform.up * 8f, ForceMode.Impulse);
///End of attack code

alreadyAttacked = true;
Invoke(nameof(ResetAttack), timeBetweenAttacks);
}
}
private void ResetAttack()
{
alreadyAttacked = false;
}

public void TakeDamage(int damage)
{
health -= damage;

if (health <= 0) Invoke(nameof(DestroyEnemy), 0.5f);
}
private void DestroyEnemy()
{
Destroy(gameObject);
}

private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, attackRange);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, sightRange);
}
}

First, some housekeeping: This is a post for the Scripting forum (it’s a typo or just invalid code), it’s not an AI or navigation question so I’ll move it. Please use the forum appropriate to the question itself. It’s also not a bug, it’s a typo causing a compiler error.

When posting code, please use code-tags and not plain-text. You can edit your post.

So, to your question. Look at the line immediately preceeding the error. That’s just completely incorrect code.

public THROWING ITEM; projectile

Thanks.

Typos, typos, typos… stop making typos! It’s not only the nonsense that @MelvMay already identified but you have inconsistent capitalization on some variable names as well, such as your range variables.

Gotta have zero errors, all the way down. See below for how to fix your errors.

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Finally, when you have errors… don’t post to the forum… go fix your typos! Here’s how:

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.