Code Not working!!!

I am currently coding for Unity’s survival shooter tutorial, but my code is not working. Every time i try to run it, it sends back parsing error, though I have no idea what that means. please help.

Please help!!!

I am coding with C#.

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
public float speed = 6f;

Vector3 movement;
Animator anim;
Rigidbody playerRigedbody; 
int FloorMask;
float camRayLength = 100f;

void Awake() 
{
	FloorMask = LayerMask.GetMask ("Floor");
	anim = GetComponent<Animator> ();
	playerRigedbody = GetComponent < Rigidbody ();
	
}
void FixedUpdate ()
{
	
	
	float h = Input.GetAxisRaw ("Horizontal");
	float v = Input.GetAxisRaw ("Vertical");
	Move (h, v);
	Turning (); 
	Animating (h, v);
}
void Move (float h, float v)
{
	movement.Set (h, 0f, v);
	movement = movement.normalized * speed * Time.deltaTime;
	
	playerRigedbody.MovePostion(Transform.position + movement);
}

void Turning()
{
	Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
	
	RaycastHit floorhit;
	
	if (Physics.Raycast (camRay, out floorhit, camRayLength, floorMask))
	{
		Vector3 playerToMouse = floorhit.point - Transform.position;
		playerToMouse.y = 0f;
		
		Quaternion newRotation = Quaternion.LookRotation (playerToMouse);
		playerRigedbody.MoveRotation (newRotation);
		
		
	}
}

void Animating(float h, float v)
{
	bool walking = h != 0f || v != 0f;
	anim.SetBool ("IsWalking", walking);
}

You have tons of mistyping there, that shouldn’t give any error:

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public float speed = 6f;
    Vector3 movement;
    Animator anim;
    Rigidbody playerRigedbody;
    int floorMask;
    float camRayLength = 100f;
    void Awake()
    {
        floorMask = LayerMask.GetMask("Floor");
        anim = GetComponent<Animator>();
        playerRigedbody = GetComponent<Rigidbody>();
    }
    void FixedUpdate()
    {
        float h = Input.GetAxisRaw("Horizontal");
        float v = Input.GetAxisRaw("Vertical");
        Move(h, v);
        Turning();
        Animating(h, v);
    }
    void Move(float h, float v)
    {
        movement.Set(h, 0f, v);
        movement = movement.normalized * speed * Time.deltaTime;
        playerRigedbody.MovePosition(transform.position + movement);
    }
    void Turning()
    {
        Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit floorhit;
        if (Physics.Raycast(camRay, out floorhit, camRayLength, floorMask))
        {
            Vector3 playerToMouse = floorhit.point - transform.position;
            playerToMouse.y = 0f;
            Quaternion newRotation = Quaternion.LookRotation(playerToMouse);
            playerRigedbody.MoveRotation(newRotation);
        }
    }
    void Animating(float h, float v)
    {
        bool walking = h != 0f || v != 0f;
        anim.SetBool("IsWalking", walking);
    }
}