Help with script


private Animator myAnimator;

[SerializeField]
private float movementSpeed;

private bool facingRight;

[SerializeField]
private Transform[] groundPoints;

[SerializeField]
private float groundRadius;

[SerializeField]
private LayerMask whatIsGround;

[SerializeField]
private bool airControl;

[SerializeField]
private float jumpForce;

public Rigidbody2D MyRigibody { get; set; }

public bool Attack { get; set; }

public bool Jump { get; set; }

public bool OnGround { get; set; }

// Use this for initialization
void Start ()
{
	facingRight = true;
	MyRigibody = GetComponent<Rigidbody2D> ();
	myAnimator = GetComponent<Animator> ();
}

void Update()
{
	HandleInput();
}

// Update is called once per frame
void FixedUpdate()
{
	float horizontal = Input.GetAxis ("Horizontal");

	OnGround = IsGrounded();

	HandleMovement(horizontal);

	Flip(horizontal);

	HandleLayers ();
}

private void HandleMovement (float horizontal)
{
	
	if (MyRigibody.velocity.y < 0)
	{
		myAnimator.SetBool ("land", true);
	}
	if (!Attack && (OnGround || airControl))
	{
		MyRigibody.velocity = new Vector2 (horizontal * movementSpeed, myAnimator.velocity.y);
	}
	if (Jump && MyRigibody.velocity.y == 0)
	{
		MyRigibody.AddForce(new Vector2(0, jumpForce));
	}

	myAnimator.SetFloat ("speed", Mathf.Abs (horizontal));
}

	private void HandleInput()
	{
		if (Input.GetKeyDown(KeyCode.Space))
		{
		
		}
		if (Input.GetKeyDown(KeyCode.LeftShift))
		{
		
		}
	}

	private void Flip (float horizontal)
	{
		if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
		{
			facingRight = !facingRight;

			Vector3 theScale = transform.localScale;

			theScale.x *= -1;

			transform.localScale = theScale;
		}
	}

private bool IsGrounded()
{
	if (MyRigibody.velocity.y <= 0)
		{
			foreach (Transform point in groundPoints)
			{
				Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);

				for (int i = 0; i < colliders.Length; i++)
				{
				if (colliders*.gameObject != gameObject)*
  •   				return true;*
    
  •   			}*
    
  •   			}*
    
  •   		}*
    
  •   	}*
    
  •   	return false;*
    
  •   }*
    
  • private void HandleLayers()*
  • {*
  •   if (!OnGround)*
    
  • {*
  •   	myAnimator.SetLayerWeight (1, 1);	*
    
  • }*
  • else*
  • {*
  •   	myAnimator.SetLayerWeight (1, 0);*
    
  • }*
  • }*
    }

@Kimone92

return false; was outside the function and you had an extra curly brace

public class Player : MonoBehaviour
{
    private Animator myAnimator;
    [SerializeField]
    private float movementSpeed;
    private bool facingRight;
    [SerializeField]
    private Transform[] groundPoints;
    [SerializeField]
    private float groundRadius;
    [SerializeField]
    private LayerMask whatIsGround;
    [SerializeField]
    private bool airControl;
    [SerializeField]
    private float jumpForce;
    public Rigidbody2D MyRigibody { get; set; }
    public bool Attack { get; set; }
    public bool Jump { get; set; }
    public bool OnGround { get; set; }

    // Use this for initialization
    void Start ()
    {
        facingRight = true;
        MyRigibody = GetComponent<Rigidbody2D> ();
        myAnimator = GetComponent<Animator> ();
    }

    void Update()
    {
        HandleInput();
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        float horizontal = Input.GetAxis ("Horizontal");
        OnGround = IsGrounded();
        HandleMovement(horizontal);
        Flip(horizontal);
        HandleLayers ();
    }

    private void HandleMovement (float horizontal)
    {
        if (MyRigibody.velocity.y < 0)
        {
            myAnimator.SetBool ("land", true);
        }
        if (!Attack && (OnGround || airControl))
        {
            MyRigibody.velocity = new Vector2 (horizontal * movementSpeed, myAnimator.velocity.y);
        }
        if (Jump && MyRigibody.velocity.y == 0)
        {
            MyRigibody.AddForce(new Vector2(0, jumpForce));
        }
        myAnimator.SetFloat ("speed", Mathf.Abs (horizontal));
    }

    private void HandleInput()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {

        }
        if (Input.GetKeyDown(KeyCode.LeftShift))
        {

        }
    }

    private void Flip (float horizontal)
    {
        if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
        {
            facingRight = !facingRight;
            Vector3 theScale = transform.localScale;
            theScale.x *= -1;
            transform.localScale = theScale;
        }
    }

    private bool IsGrounded()
    {
        if (MyRigibody.velocity.y <= 0)
        {
            foreach (Transform point in groundPoints)
            {
                Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);
                for (int i = 0; i < colliders.Length; i++)
                {
                    if (colliders*.gameObject != gameObject)*

return true;
}
}
}
return false;
}

private void HandleLayers()
{
if (!OnGround)
{
myAnimator.SetLayerWeight (1, 1);
}
else
{
myAnimator.SetLayerWeight (1, 0);
}
}
}