Error when using && opreator in if statement

For some reason i get this error:

using UnityEngine;
using System.Collections;

public class EnemyPatrol : MonoBehaviour {

    public Transform[] patrolPoints;
    public float moveSpeed;
    private int currentPointPosition;
    public Transform Player;
    private float chaseMoveSpeed = 2;
    public float maxDist
    public float minDist;
    Renderer myRenderer;

    float _nextMoveTime;
    bool _isMoving = true;

    void Start ()
    {
        myRenderer = GetComponent<Renderer>();
    }

    void FixedUpdate()
    {


        if (Vector3.Distance(transform.position, Player.position) <= minDist)
        {
            myRenderer.material.color = Color.blue;
            transform.LookAt(Player);
            transform.position += transform.forward * chaseMoveSpeed * Time.deltaTime;
        }
[B]
        if (Vector3.Distance(transform.position, Player.position) <= maxDist && >= minDist)
        {
            myRenderer.material.color = Color.yellow;
        }[/B]

            if (this._isMoving)
        {
            if (transform.position == patrolPoints[currentPointPosition].position) //you should consider replacing this with Vector3.Distance() < 0.01f or such to avoid issues from floating precision
            {
                currentPointPosition++;
                if (currentPointPosition >= patrolPoints.Length)
                {
                    currentPointPosition = 0;
                }

                //Initiate a delay before moving again
                this._isMoving = false;
                this._nextMoveTime = Time.time + 3;
            }
            else
            {
                transform.position = Vector3.MoveTowards(transform.position, patrolPoints[currentPointPosition].position, moveSpeed * Time.deltaTime);
            }
        }
        //When not moving, check if delay is over
        else if (this._nextMoveTime < Time.time)
        {
            this._isMoving = true;
        }
    }
}

To start with I see you’re missing a semicolon at the end of this line “public float maxDist”.

Thank you, but that did not solve the problem, unfortunately. When i remove the && and >= mindst) it works fine. I do not know what the hell is wrong, haha. For some reason it doesn’t like the && operator

No worries, hence I said to start with :wink: . Your post title did not match your screenshot so I assumed there would be other issues.
You going to need to repeat that comparison after the && so it would be like this.

if (Vector3.Distance(transform.position, Player.position) <= maxDist && Vector3.Distance(transform.position, Player.position) >= minDist)

Of course thank you so much, i do not honestly know how i could overlook that, haha. You are a livesaver man!

You may want to store the result of the distance calculation to save doing it twice