Error in line (86,14), I can't figure out what it is...

using System.Collections;
using UnityEngine;

//List of all the posible gamestates
public enum GameState
{
    NotStarted,
    Playing,
    Completed,
    Failed
}

//Make sure there is always an AudioSource component on the GameObject where this script is added.
[RequireComponent(typeof(AudioSource))]
public class GameManager : MonoBehaviour
{
    //Text element to display certain messages on
    public GUIText FeedbackText;

    //Text to be displayed when entering one of the gamestates
    public string GameNotStartedText;
    public string GameCompletedText;
    public string GameFailedText;

    //Sounds to be played when entering one of the gamestates
    public AudioClip StartSound;
    public AudioClip FailedSound;

    private GameState currentState = GameState.NotStarted;
    //All the blocks found in this level, to keep track of how many are left
    private Block[] allBlocks;
    private Ball[] allBalls;

    // Use this for initialization
    void Start()
    {
        //Find all the blocks in this scene
        allBlocks = FindObjectsOfType(typeof(Block)) as Block[];

        //Find all the balls in this scene
        allBalls = FindObjectsOfType(typeof(Ball)) as Ball[];

        //Prepare the start of the level
        SwitchTo(GameState.NotStarted);
    }

    // Update is called once per frame
    void Update()
    {
        switch (currentState)
        {
            case GameState.NotStarted:
                    //Check if the player taps/clicks.
                    if (Input.GetMouseButtonDown(0))    //Note: on mobile this will translate to the first touch/finger so perfectly multiplatform!
                    {
                        for (int i = 0; i < allBalls.Length; i++)
                            allBalls*.Launch();*

SwitchTo(GameState.Playing);
}
break;
case GameState.Playing:
{
bool allBlocksDestroyed = true;

//Check if all blocks have been destroyed
for (int i = 0; i < allBlocks.Length; i++)
{
if (!allBlocks*.BlockIsDestroyed)*
{
allBlocksDestroyed = false;
break;
}
}

//Are there no balls left?
if (FindObjectOfType(typeof(Ball)) == null)
SwitchTo(GameState.Failed);

if (allBlocksDestroyed)
SwitchTo(GameState.Completed);

break;
* if (GameState.Failed){*
* Application.LoadLevel(“Menu”)*
if (GameState.Completed){
* Application.LoadLevel(“Level 2”)*

//Check if the player taps/clicks.
if (Input.GetMouseButtonDown(0)) //Note: on mobile this will translate to the first touch/finger so perfectly multiplatform!
Restart()
* break;*
}
}

//Do the appropriate actions when changing the gamestate
* public void SwitchTo(GameState newState);*
currentState = newState;

switch (currentState)
{
default:
case GameState.NotStarted:
DisplayText(GameNotStartedText);
break;
case GameState.Playing:
audio.PlayOneShot(StartSound);
DisplayText(“”);
break;
case GameState.Completed:
audio.PlayOneShot(StartSound);
DisplayText(GameCompletedText);
StartCoroutine(RestartAfter(StartSound.length));
break;
case GameState.Failed:
audio.PlayOneShot(FailedSound);
DisplayText(GameFailedText);
StartCoroutine(RestartAfter(FailedSound.length));
break;
}

//Helper to display some text
private void DisplayText(string text)
{
FeedbackText.text = text;
}

//Coroutine which waits and then restarts the level
//Note: You need to call this method with StartRoutine(RestartAfter(seconds)) else it won’t restart
private IEnumerator RestartAfter(float seconds)
{
yield return new WaitForSeconds(seconds);

Restart();
}

//Helper to restart the level
private void Restart()
{
Application.LoadLevel(0);
}
* }*

Every error has an error code and description that tells you what the problem is. It would be helpful if you include them next time…

In this case, it appears that you’ve got some messed up syntax in your switch statement in Update() (did you change a series of if/elses to a switch, perhaps?)

switch(currentState) {
...
  if (GameState.Failed){
    Application.LoadLevel("Menu")
  if (GameState.Completed){
    Application.LoadLevel("Level 2")
...}

should be:

switch(currentState) {
...
case GameState.Failed:
    Application.LoadLevel("Menu");

case GameState.Completed: 
    Application.LoadLevel("Level 2");
...}

to match the syntax of the previous gamestate cases.

My guess is either an else, or most probably you need a } for the if statement at that line.