Help, i think i am missing something--------- Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionCurves.js(11,9): BCE0043: Unexpected token: public.

Script:
#pragma strict
@script ExecuteInEditMode
@script AddComponentMenu [“Image Effects/Color Correction (Curves, Saturation)”] ;

enum ColorCorrectionMode {
Simple = 0,
Advanced = 1
}

class ColorCorrectionCurves extends PostEffectsBase
public var redChannel : AnimationCurve;
public var greenChannel : AnimationCurve;
public var blueChannel : AnimationCurve;

public var useDepthCorrection : boolean = false;

public var zCurve : AnimationCurve;
public var depthRedChannel : AnimationCurve;
public var depthGreenChannel : AnimationCurve;
public var depthBlueChannel : AnimationCurve;

private var ccMaterial : Material;
private var ccDepthMaterial : Material;
private var selectiveCcMaterial : Material;

private var rgbChannelTex : Texture2D;
private var rgbDepthChannelTex : Texture2D;
private var zCurveTex : Texture2D;

public var saturation : float = 1.0f;

public var selectiveCc : boolean = false;

public var selectiveFromColor : Color = Color.white;
public var selectiveToColor : Color = Color.white;

public var mode : ColorCorrectionMode;

public var updateTextures : boolean = true;		
	
public var colorCorrectionCurvesShader : Shader = null;
public var simpleColorCorrectionCurvesShader : Shader = null;
public var colorCorrectionSelectiveShader : Shader = null;
		
private var updateTexturesOnStartup : boolean = true;
	
function Start () {
	super ();
	updateTexturesOnStartup = true;
}

function Awake () {	}

function CheckResources () : boolean {		
	CheckSupport (mode == ColorCorrectionMode.Advanced);

	ccMaterial = CheckShaderAndCreateMaterial (simpleColorCorrectionCurvesShader, ccMaterial);
	ccDepthMaterial = CheckShaderAndCreateMaterial (colorCorrectionCurvesShader, ccDepthMaterial);
	selectiveCcMaterial = CheckShaderAndCreateMaterial (colorCorrectionSelectiveShader, selectiveCcMaterial);
	
	if (!rgbChannelTex)
		 rgbChannelTex = new Texture2D (256, 4, TextureFormat.ARGB32, false, true); 
	if (!rgbDepthChannelTex)
		 rgbDepthChannelTex = new Texture2D (256, 4, TextureFormat.ARGB32, false, true);
	if (!zCurveTex)
		 zCurveTex = new Texture2D (256, 1, TextureFormat.ARGB32, false, true);
		 
	rgbChannelTex.hideFlags = HideFlags.DontSave;
	rgbDepthChannelTex.hideFlags = HideFlags.DontSave;
	zCurveTex.hideFlags = HideFlags.DontSave;
		
	rgbChannelTex.wrapMode = TextureWrapMode.Clamp;
	rgbDepthChannelTex.wrapMode = TextureWrapMode.Clamp;
	zCurveTex.wrapMode = TextureWrapMode.Clamp;	
				
	if(!isSupported)
		ReportAutoDisable ();
	return isSupported;		  
}	

public function UpdateParameters () 
{			
	if (redChannel && greenChannel && blueChannel) {		
		for (var i : float = 0.0f; i <= 1.0f; i += 1.0f / 255.0f) {
			var rCh : float = Mathf.Clamp (redChannel.Evaluate(i), 0.0f, 1.0f);
			var gCh : float = Mathf.Clamp (greenChannel.Evaluate(i), 0.0f, 1.0f);
			var bCh : float = Mathf.Clamp (blueChannel.Evaluate(i), 0.0f, 1.0f);
			
			rgbChannelTex.SetPixel (Mathf.Floor(i*255.0f), 0, Color(rCh,rCh,rCh) );
			rgbChannelTex.SetPixel (Mathf.Floor(i*255.0f), 1, Color(gCh,gCh,gCh) );
			rgbChannelTex.SetPixel (Mathf.Floor(i*255.0f), 2, Color(bCh,bCh,bCh) );
			
			var zC : float = Mathf.Clamp (zCurve.Evaluate(i), 0.0,1.0);
				
			zCurveTex.SetPixel (Mathf.Floor(i*255.0), 0, Color(zC,zC,zC) );
		
			rCh = Mathf.Clamp (depthRedChannel.Evaluate(i), 0.0f,1.0f);
			gCh = Mathf.Clamp (depthGreenChannel.Evaluate(i), 0.0f,1.0f);
			bCh = Mathf.Clamp (depthBlueChannel.Evaluate(i), 0.0f,1.0f);
			
			rgbDepthChannelTex.SetPixel (Mathf.Floor(i*255.0f), 0, Color(rCh,rCh,rCh) );
			rgbDepthChannelTex.SetPixel (Mathf.Floor(i*255.0f), 1, Color(gCh,gCh,gCh) );
			rgbDepthChannelTex.SetPixel (Mathf.Floor(i*255.0f), 2, Color(bCh,bCh,bCh) );
		}
		
		rgbChannelTex.Apply ();
		rgbDepthChannelTex.Apply ();
		zCurveTex.Apply ();				
	}
}

function UpdateTextures () {
	UpdateParameters ();			
}

function OnRenderImage (source : RenderTexture, destination : RenderTexture) {
	if(CheckResources()==false) {
		Graphics.Blit (source, destination);
		return;
	}
	
	if (updateTexturesOnStartup) {
		UpdateParameters ();
		updateTexturesOnStartup = false;
	}
	
	if (useDepthCorrection)
		camera.depthTextureMode |= DepthTextureMode.Depth;			
	
	var renderTarget2Use : RenderTexture = destination;
	
	if (selectiveCc) {
		renderTarget2Use = RenderTexture.GetTemporary (source.width, source.height);
	}
	
	if (useDepthCorrection) {
		ccDepthMaterial.SetTexture ("_RgbTex", rgbChannelTex);
		ccDepthMaterial.SetTexture ("_ZCurve", zCurveTex);
		ccDepthMaterial.SetTexture ("_RgbDepthTex", rgbDepthChannelTex);
		ccDepthMaterial.SetFloat ("_Saturation", saturation);

		Graphics.Blit (source, renderTarget2Use, ccDepthMaterial); 	
	} 
	else {
		ccMaterial.SetTexture ("_RgbTex", rgbChannelTex);
		ccMaterial.SetFloat ("_Saturation", saturation);
		
		Graphics.Blit (source, renderTarget2Use, ccMaterial); 			
	}
	
	if (selectiveCc) {
		selectiveCcMaterial.SetColor ("selColor", selectiveFromColor);
		selectiveCcMaterial.SetColor ("targetColor", selectiveToColor);
		Graphics.Blit (renderTarget2Use, destination, selectiveCcMaterial); 	
		
		RenderTexture.ReleaseTemporary (renderTarget2Use);
	}
}

EOF;

It’s very hard to tell from your code-formatting (and I don’t use Unityscript), but this doesn’t look right at all:

class ColorCorrectionCurves extends PostEffectsBase public var redChannel : AnimationCurve;

Should there not be a { after the class declaration? (i.e. before the word “public”)