error CS0101 and error cs0111

Im making basic movement and jumping for a 2d platformer i try to add in code for jumping after im finished i have 4 errors, one on cs0101 to do with already containing a defiintion of playermovement and 3 cs0111 for each void here is my code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 public class playerMovement : MonoBehaviour { 
    public Animator animator;
    public bool isGrounded = false;
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        Jump();
        animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
        Vector3 horizontal = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
        transform.position = transform.position + horizontal * Time.deltaTime;
        
    }

    void Jump()
    {
        if (Input.GetButtonDown("Jump") && isGrounded == true)
        {
            gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, 5f), ForceMode2D.Impulse);
        }
    }
   
}

I’am not sure is this solved all problems, but it can help you to get the animator correctly. I hope I helped you :smiley:

using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  public class playerMovement : MonoBehaviour { 
     private Animator _animator;
     //public Animator animator;
     private Rigidbody2D _rigBody;
     public bool isGrounded = false;
     // Start is called before the first frame update
     void Start()
     {  //Get animator from the player
         _animator = GetComponent<Animator>();
         //Get RigBod from the player
         _rigBody = GetComponent<Rigidbody2D>();
         
     }
 
     // Update is called once per frame
     void Update()
     {
         Jump();
         _animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
         //Here idk why a vector 3, instead vector2, if this works is good, however work in same vectors
         Vector3 horizontal = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
         //I add this. because the game dont know which is the transform.position gameobject, this is a way to solved. Also
         //public Gameobject obj is a value that replace this.
         this.transform.position = this.transform.position + horizontal * Time.deltaTime;
         
     }
 
     void Jump()
     {
         if (Input.GetButtonDown("Jump") && isGrounded == true)
         {
             //that knows gameobject rigidbody
             _rigBody.AddForce(new Vector2(0f, 5f), ForceMode2D.Impulse);
         }
     }
    
 }