I’m very new to C# programming and I’m trying to learn by studying preexisting working code. This is the LookAtTarget code that came with the Unity Example project. I don’t know why it shows this error (in the question) can someone please help?

`using System;

using UnityEngine;

namespace UnityStandardAssets.Cameras

{

public class LookatTarget : AbstractTargetFollower

{

// A simple script to make one object look at another,

// but with optional constraints which operate relative to

// this gameobject’s initial rotation.

```
// Only rotates around local X and Y.
// Works in local coordinates, so if this object is parented
// to another moving gameobject, its local constraints will
// operate correctly
// (Think: looking out the side window of a car, or a gun turret
// on a moving spaceship with a limited angular range)
// to have no constraints on an axis, set the rotationRange greater than 360.
[SerializeField] private Vector2 m_RotationRange;
[SerializeField] private float m_FollowSpeed = 1;
private Vector3 m_FollowAngles;
private Quaternion m_OriginalRotation;
protected Vector3 m_FollowVelocity;
// Use this for initialization
protected override void Start()
{
base.Start();
m_OriginalRotation = transform.localRotation;
}
protected override void FollowTarget(float deltaTime)
{
// we make initial calculations from the original local rotation
transform.localRotation = m_OriginalRotation;
// tackle rotation around Y first
Vector3 localTarget = transform.InverseTransformPoint(m_Target.position);
float yAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg;
yAngle = Mathf.Clamp(yAngle, -m_RotationRange.y*0.5f, m_RotationRange.y*0.5f);
transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, yAngle, 0);
// then recalculate new local target position for rotation around X
localTarget = transform.InverseTransformPoint(m_Target.position);
float xAngle = Mathf.Atan2(localTarget.y, localTarget.z)*Mathf.Rad2Deg;
xAngle = Mathf.Clamp(xAngle, -m_RotationRange.x*0.5f, m_RotationRange.x*0.5f);
var targetAngles = new Vector3(m_FollowAngles.x + Mathf.DeltaAngle(m_FollowAngles.x, xAngle),
m_FollowAngles.y + Mathf.DeltaAngle(m_FollowAngles.y, yAngle));
// smoothly interpolate the current angles to the target angles
m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, targetAngles, ref m_FollowVelocity, m_FollowSpeed);
// and update the gameobject itself
transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0);
}
}
```

}

`