CS8025 Parsing error

Im getting an error that says: Assets/Scripts/EnemyAI.cs(35,9): error CS8025: Parsing error and i dotn know whats causing it so please help me :)

here is my code: using UnityEngine; using System.Collections;

public class EnemyAI : MonoBehaviour { public Transform target; public int moveSpeed; public int rotationSpeed; public int maxDistance;

private Transform myTransform;

void Awake() {
    myTransform = transform;

}

// Use this for initialization
void Start () {
    GameObject go = GameObject.FindGameObjectWithTag("Player");

    target = go.transform;

    maxDistance = 2;

}

// Update is called once per frame
void Update () {
    Debug.DrawLine(target.position, myTransform.position, Color.yellow);

    //Look at target
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);

    if(Vector3.Distance(target.position, myTransform.position) > maxDistance) {
        //move towards target
        myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
    }
}

public class EnemyAI : MonoBehaviour 
{
    // ...

    void Awake() 
    {
        // ...
    }

    void Start () 
    {
        // ...
    }

    void Update () 
    {
        // ...
    }

} // <- You are missing one of these.

Reformatting the code so it's easier to read shows that you are missing a curly bracket to close the class.

I need help My program wont work!
This is it

using UnityEngine;

using System.Collections;

public class shooter : MonoBehaviour {

public Rigidbody bullet;

public float power = 1500f;

public float moveSpeed = 2f;

void Update () {

	float h = Input.GetAxis("Horizontal") * Time.deltaTime * moveSpeed;

	
	float v = Input.GetAxis("Vertical") * Time.deltaTime * moveSpeed;
	
	
	transform.Translate(h, v, 0);
	
	if(Input.GetButtonUp("Fire1")){
	
		Rigidbody instance = Instantiate(bullet, transform.Position, transform.Rotation) as Rigidbody;

		
		Vector3 fwd = transform.TransformDirection(Vector3.forward);
		
		
		instance.AddForce(fwd * power);
}

}

This is the Error that I am getting:
Assets/Plugins/GameManager.cs(127,4): error CS8025: Parsing error

I have no idea what is wrong and I don’t have any kind of knowledge in JS or C#.


using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class GameManager : Photon.MonoBehaviour
{

public GUISkin skin;
public Transform playerPrefab;

public static Transform localPlayer;
public static List<Transform> players = new List<Transform>();

public static Transform GetClosestPlayer(Vector3 fromPos)
{

    Transform close = null;
    float dist = -1;
    foreach (Transform tra in players)
    {
        if (tra == null)
        {
            continue;
        }
        float thisD = Vector3.Distance(tra.position, fromPos);
        if (dist == -1 || thisD < dist)
        {
            dist = thisD;
            close = tra;
        }
    }
    return close;
}

public static void AddPlayer(Transform tra)
{
    players.Add(tra);
}
public static void RemovePlayer(Transform tra)
{
    players.Remove(tra);
}

void Awake()
{
    if (Application.loadedLevel < 1)
    {
        Debug.LogError("Configuration error: You have not yet added any scenes to your buildsettings. The current scene should be preceded by the mainmenu scene. Please see the README file for instructions on setting up the buildsettings.");
        return;
    }
    //PhotonNetwork.sendRateOnSerialize = 10;
    //PhotonNetwork.logLevel = NetworkLogLevel.Full;

    //Connect to the main photon server. This is the only IP and port we ever need to set(!)
    if (!PhotonNetwork.connected || PhotonNetwork.room == null)
    {
        Application.LoadLevel(0);
        return;
    }

    PhotonNetwork.isMessageQueueRunning = true;
    //Spawn our local player
    GameObject GO = PhotonNetwork.Instantiate(playerPrefab.name, transform.position, Quaternion.identity, 0);
    localPlayer = GO.transform;

}

void OnGUI()
{
    GUI.skin = skin;
    GameGUI();
}

bool showDebug = false;

void Update()
{
    if (Input.GetKeyDown(KeyCode.Q))
        showDebug = !showDebug;

    if (Input.GetKeyDown(KeyCode.Escape))
    {
        Application.Quit();
    }
}

/// <summary>
/// Check if the game is allowed to click here (for starting FIRE etc.)
/// </summary>
/// <returns></returns>
public static bool GameCanClickHere()
{

    List<Rect> rects = new List<Rect>();
    rects.Add(new Rect(0, 0, 110, 55));//Topleft Button
    rects.Add(new Rect(0, Screen.height - 35, 275, 35));//Chat

    Vector2 pos = new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y);
    foreach (Rect re in rects)
    {
        if (re.Contains(pos))
            return false;
    }
    return true;

}

void GameGUI()
{
    GUILayout.Space(32);
    if (GUILayout.Button("Leave"))
    {
        PhotonNetwork.LeaveRoom();
        Application.LoadLevel(Application.loadedLevel + 1);
    }

    if (showDebug)
    {
        GUILayout.Label("isMasterClient: " + PhotonNetwork.isMasterClient);
        GUILayout.Label("Players: " + PhotonNetwork.playerList.Count);
        GUILayout.Label("Ping: " + PhotonNetwork.GetPing()
    )
;

}