how do I fix this code? it says I have an extra { symbol near the bottom.

g System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NewBehaviourScript : MonoBehaviour
{
private Rigidbody2D myRigidbody;

private Animator myAnimator;

[SerializeField]
private float movementSpeedl;

private bool attack;

private bool teleport;

private bool facingRight;

[SerializeField]
private Transform[] groundpoints;

[SerializeField]
private float groundradius;

private LayerMask whatIsGround;

private bool isGrounded;

private bool jump;

private float jumpforce;

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

}

void Update()
{
	HandleInput ();
}

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

	isGrounded = IsGrounded();

	HandleMovement (horizontal);

	Flip (horizontal);

	HandleAttacks ();

	ResetValues ();
}

private void HandleMovement(float horizontal)
{
	if (!this.myAnimator.GetCurrentAnimatorStateInfo (0).IsTag ("ATK")) 
	{
		myRigidbody.velocity = new Vector2 (horizontal * movementSpeedl, myRigidbody.velocity.y); 
	}

	if (isGrounded && jump) 
	{
		isGrounded = false;
		myRigidbody.AddForce (new Vector2 (0, jumpforce));
	}

	if (teleport && !this.myAnimator.GetCurrentAnimatorStateInfo (0).IsName ("teleport"))
	{
		myAnimator.SetBool ("teleport", true);
	}
	else if (!this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("teleport"))

	myAnimator.SetFloat ("speed", Mathf.Abs(horizontal));
	{
		myAnimator.SetBool ("teleport", false);
	}

} 

private void HandleAttacks()
{
	if (Input.GetKeyDown (KeyCode.Space)) 
	{
		jump = true;
	}

	if (attack && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("ATK"))
	{
		myAnimator.SetTrigger ("attack");
		myRigidbody.velocity = Vector2.zero;
	}
}

private void HandleInput()
{
	if (Input.GetKeyDown (KeyCode.LeftShift)) 
	{
		attack = true;
	}

	if (Input.GetKey (KeyCode.LeftControl)) 
	{
		teleport = true;

	}
}


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 void ResetValues()
{
	attack = false;
	teleport = false;
}

private bool IsGrounded()
{
	if (myRigidbody.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;*
    
  • }*

}

This line is missing a “)”

for (int i = 0; i < colliders.Length; i++  // line 152