code error CS0119 field of view script

I am trying to add a field of view control on the camera so that I can zoom in on an object. I’m currently getting this error:
Assets/Camera Script/ThirdPersonCamera.cs(42,27): error CS0119: Expression denotes a value', where a method group’ was expected

I’m not a coder and would like some help on how to fix this issue.

using UnityEngine;
using System.Collections;

public class ThirdPersonCamera : MonoBehaviour
{
    private const float Y_ANGLE_MIN = 0.0f;
    private const float Y_ANGLE_MAX = 50.0f;

    public Transform lookAt;
    public Transform camTransform;

    private Camera cam;

    private float distance = 10.0f;
    private float currentX = 0.0f;
    private float currentY = 0.0f;
    private float sensivityX = 4.0f;
    private float sensivityY = 1.0f;

    public float zoomSpeed = 5;
    public float minFOV = 20;
    public float maxFOV = 100;

    private void Start()
    {
        camTransform = transform;
        cam = Camera.main;
    }

    private void Update ()
    {
        currentX += Input.GetAxis("Mouse X");
        currentY += Input.GetAxis("Mouse Y");
        //Keeps camrea from rotation under the player
        currentY = Mathf.Clamp(currentY, Y_ANGLE_MIN, Y_ANGLE_MAX);

        // assign zoom value to a variable
        float delta = Input.GetAxis ("Zoom") * -zoomSpeed;
        if(Input.GetButton ("Zoom"))
        {
          // make sure the current FOV is within min/max values
          if((Camera.main.fieldOfView + delta > minFOV)
            (Camera.main.fieldOfView + delta < maxFOV))
          {
            // apply the change to the main camera
            Camera.main.fieldOfView = Camera.main.fieldOfView + delta;
            Debug.Log ("FOV: " + Camera.main.fieldOfView);
          }
        }
    }

    private void LateUpdate ()
    {
        Vector3 dir = new Vector3(0,0,-distance);
        Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
        camTransform.position = lookAt.position + rotation * dir;
        camTransform.LookAt (lookAt.position);
    }

}

Thanks that worked!