How to fix a unity memory puzzle click on button error?

I have an error when clicking a button on the UI. After the sequence happens, I click, and error.

Error:
ArgumentNullException: Value cannot be null.

Parameter name: source

UnityEngine.AudioSource.PlayOneShot (UnityEngine.AudioClip clip, System.Single volumeScale) (at :0)

UnityEngine.AudioSource.PlayOneShot (UnityEngine.AudioClip clip) (at :0)

MemoryPuzzle.ColorButtonClicked (System.Int32 index) (at Assets/Scripts/Memory Puzzle/MemoryPuzzle.cs:97)

MemoryPuzzle+<>c__DisplayClass9_0.b__0 () (at Assets/Scripts/Memory Puzzle/MemoryPuzzle.cs:32)

UnityEngine.Events.InvokableCall.Invoke () (at <4014a86cbefb4944b2b6c9211c8fd2fc>:0)

UnityEngine.Events.UnityEvent.Invoke () (at <4014a86cbefb4944b2b6c9211c8fd2fc>:0)

UnityEngine.UI.Button.Press () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:70)

UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:114)

UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:57)

UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272)

UnityEngine.EventSystems.EventSystem:Update() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:501)

Script:
using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.UI;

public class MemoryPuzzle : MonoBehaviour

{

public Text instructionsText;

public Button startButton;

public Button resetButton;

public AudioClip correctSound;

public AudioClip incorrectSound;

public GameObject door;

public Button colorButtons;

private List sequence;

private int currentIndex;

// Start is called before the first frame update

void Start()

{;

// Hide the reset button and door at the beginning of the game

resetButton.gameObject.SetActive(false);

// Set up the start button to initiate the game

startButton.onClick.AddListener(StartGame);

// Set up the color buttons to allow the player to input their sequence

for (int i = 0; i < colorButtons.Length; i++)

{

int buttonIndex = i;

colorButtons*.onClick.AddListener(() => ColorButtonClicked(buttonIndex));*
}
}
// Generate a random sequence of colors
void GenerateSequence()
{
sequence = new List();
for (int i = 0; i < 4; i++)
{
sequence.Add(new Color(Random.value, Random.value, Random.value));
}
}
// Display the sequence of colors to the player
IEnumerator ShowSequence()
{
instructionsText.text = “Look!”;
yield return new WaitForSeconds(1f);
GenerateSequence();
for (int i = 0; i < sequence.Count; i++)
{
instructionsText.text = "Color " + (i + 1) + “:”;
yield return new WaitForSeconds(1f);
colorButtons_.GetComponent().color = sequence*;
yield return new WaitForSeconds(1f);_

_colorButtons.GetComponent().color = Color.white;
yield return new WaitForSeconds(0.5f);
}
instructionsText.text = “MEMORIZE”;
currentIndex = 0;
}
// Handle the player clicking a color button*

void ColorButtonClicked(int index)
{
if(currentIndex >= sequence.Count)
{
return;
}
if(sequence[currentIndex] == colorButtons[index].GetComponent().color)
{
currentIndex++;
// Play a sound effect for correct input
GetComponent().PlayOneShot(correctSound);
// If the player has input the entire sequence correctly, unlock the door and display a success message
if(currentIndex == sequence.Count)
{
instructionsText.text = “Correct!”;
resetButton.gameObject.SetActive(false);
startButton.gameObject.SetActive(false);
door.SetActive(false);
}
}
else
{
// Play a sound effect for incorrect input
GetComponent().PlayOneShot(incorrectSound);
// Display an error message and reset the game
instructionsText.text = “nope :(”;
StartCoroutine(ResetGame());
}
}
// Start the game
void StartGame()
{
// Hide the start button and display the instructions
startButton.gameObject.SetActive(false);
StartCoroutine(ShowSequence());
currentIndex = 0;
}
// Reset the game
IEnumerator ResetGame()
{
// Wait for a few seconds before resetting the game
yield return new WaitForSeconds(2f);
// Hide the reset button and display the start button
resetButton.gameObject.SetActive(false);
startButton.gameObject.SetActive(true);
// Generate a new sequence of colors
GenerateSequence();
currentIndex = 0;
}
}_