I am getting an error I don't understand

I’m getting this error:
UCE001 ‘;’ expected in line 213:23 in the part of var parseFloat(object.toString(t));

Can anyone help me figure out? This is my code below:

var fpsCounter : FPSCounter;
var terrain : Terrain;
var messageTime = 10.0;
var scrollTime = 0.7;

private var messages = new Array();
private var times = new Array();
private var lastTime = 0.0;
private var doneNotes = false;
private var origDetailDist = 0.0;
private var origSplatDist = 0.0;
private var origTreeDist = 0.0;
private var origMaxLOD = 0;
private var softVegetationOff = false;
private var splatmapsOff = false;

private var lowFPS = 15.0;
private var highFPS = 35.0;

private var skipChangesTimeout = 1.0;
private var nextTerrainChange = 0;

function Start()
{
	if( !fpsCounter || !terrain ) {
		Debug.LogWarning("Some of performance objects are not set up");
		enabled = false;
		return;
	}
	
	origDetailDist = terrain.detailObjectDistance;
	origSplatDist = terrain.basemapDistance;
	origTreeDist = terrain.treeDistance;
	origMaxLOD = terrain.heightmapMaximumLOD;
	skipChangesTimeout = 0.0;
	
	var distances : float[] = new float[32];
	distances[16] = Camera.main.farClipPlane;
	Camera.main.layerCullDistances = distances;
}

function Update ()
{
	if( !fpsCounter || !terrain )
		return;
		
	if( !doneNotes && !Application.isEditor )
	{
		var gfxCard = SystemInfo.graphicsDeviceName.ToLower();
		var gfxVendor = SystemInfo.graphicsDeviceVendor.ToLower();
		if( gfxVendor.Contains("intel") )
		{
			// on pre-GMA950, increase fog and reduce far plane by 4x :)
			softVegetationOff = true;
			QualitySettings.softVegetation = false;
			AddMessage( "Note: turning off soft vegetation (Intel video card detected)" );
		}
		else if( gfxVendor == "sis" )
		{
			softVegetationOff = true;
			QualitySettings.softVegetation = false;
			AddMessage( "Note: turning off soft vegetation (SIS video card detected)" );
		}
		else if( gfxCard.Contains("geforce") && (gfxCard.Contains("5200") || gfxCard.Contains("5500") || gfxCard.Contains("6100")) )
		{
			// on slow/old geforce cards, increase fog and reduce far plane by 2x
			ReduceDrawDistance( 2.0, "Note: reducing draw distance (slow GeForce card detected)" );
			
			softVegetationOff = true;
			QualitySettings.softVegetation = false;
			AddMessage( "Note: turning off soft vegetation (slow GeForce card detected)" );
		}
		else
		{
			// on other old cards, increase fog and reduce far plane by 2x
//			if( hwWater == IslandWater.WaterMode.Simple )
//			{
//				ReduceDrawDistance( 2.0, "Note: reducing draw distance (old video card detected)" );
//			}
		}
		
		skipChangesTimeout = 0.0;
		doneNotes = true;
	}
	
	DoTweaks();
	
	UpdateMessages();
}

function ReduceDrawDistance( factor : float, message : String )
{
	AddMessage( message );
//	RenderSettings.fogDensity *= factor;
//	Camera.main.farClipPlane /= factor;
	var distances : float[] = Camera.main.layerCullDistances;
	for(var i : int = 0; i < distances.Length; i++)
		distances */= factor;*
  • Camera.main.layerCullDistances = distances;*
    }

function OnDisable()
{

  • QualitySettings.softVegetation = true;*
    }

function DoTweaks()
{

  • if( !fpsCounter.HasFPS() )*

  •  return; // enough time did not pass yet to get decent FPS count*
    
  • var fps : float = fpsCounter.GetFPS();*

  • // don’t do too many adjustments at time… allow one per*

  • // FPS update interval*

  • skipChangesTimeout -= Time.deltaTime;*

  • if( skipChangesTimeout < 0.0 )*

  •  skipChangesTimeout = 0.0;*
    
  • if( skipChangesTimeout > 0.0 )*

  •  return;*
    
  • // terrain tweaks*

  • if( fps > 25.0 )*

  • {*

  •  // bump up!*
    
  •  ++nextTerrainChange;*
    
  •  if( nextTerrainChange >= 4 )*
    
  •  	nextTerrainChange = 0;*
    
  •  if( nextTerrainChange == 0 && terrain.detailObjectDistance < origDetailDist )*
    
  •  {*
    

_ terrain.detailObjectDistance *= 2.0;_

  •  	if( !softVegetationOff )*
    
  •  		QualitySettings.softVegetation = true;*
    
  •  	AddMessage( "Framerate ok, increasing vegetation detail" );*
    
  •  	return;*
    
  •  }*
    
  •  if( nextTerrainChange == 1 && !splatmapsOff && terrain.basemapDistance < origSplatDist )*
    
  •  {*
    

_ terrain.basemapDistance *= 2.0;_

  •  	AddMessage( "Framerate ok, increasing terrain texture detail" );*
    
  •  	return;*
    
  •  }*
    
  •  if( nextTerrainChange == 2 && terrain.treeDistance < origTreeDist )*
    
  •  {*
    

_ terrain.treeDistance *= 2.0;_

  •  	AddMessage( "Framerate ok, increasing tree draw distance" );*
    
  •  	return;*
    
  •  }*
    
  • }*

  • if( fps < lowFPS )*

  • {*

  •  // lower it*
    
  •  ++nextTerrainChange;*
    
  •  if( nextTerrainChange >= 4 ) {*
    
  •  	nextTerrainChange = 0;*
    
  •  	lowFPS = 10.0; // ok, this won't be fast...*
    
  •  }*
    
  •  if( nextTerrainChange == 0 && terrain.detailObjectDistance >= origDetailDist / 16.0 ) {*
    

_ terrain.detailObjectDistance *= 0.5;_

  •  	QualitySettings.softVegetation = false;*
    
  •  	AddMessage( "Framerate low, reducing vegetation detail" );*
    
  •  	return;*
    
  •  }*
    
  •  if( nextTerrainChange == 1 && !splatmapsOff && terrain.basemapDistance >= origSplatDist / 16.0 )*
    
  •  {*
    

_ terrain.basemapDistance *= 0.5;_

  •  	AddMessage( "Framerate low, reducing terrain texture detail" );*
    
  •  	return;*
    
  •  }*
    
  •  if( nextTerrainChange == 2 && terrain.treeDistance >= origTreeDist / 16.0 )*
    
  •  {*
    

_ terrain.treeDistance *= 0.5;_

  •  	AddMessage( "Framerate low, reducing tree draw distance" );*
    
  •  	return;*
    
  •  }*
    
  • }*

  • if(fps < 20)*

  • {*

  •  if(QualitySettings.currentLevel > QualityLevel.Fastest)*
    
  •  	QualitySettings.DecreaseLevel();*
    
  • }*

  • else if(fps > highFPS)*

  • {*

  •  if(QualitySettings.currentLevel < QualityLevel.Fantastic)*
    
  •  	QualitySettings.IncreaseLevel();*
    
  • }*

  • if(QualitySettings.currentLevel < QualityLevel.Good)*

  • {*

  •  var sh : Shader = Shader.Find("VertexLit");*
    
  •  var bumpedObjects : GameObject[] = GameObject.FindGameObjectsWithTag("Bumped");*
    
  •  for(var i : int = 0; i < bumpedObjects.length; i++)*
    
  •  {*
    

_ bumpedObjects*.renderer.material.shader = sh;_
_
}_
_
}_
_
}*_

function AddMessage( t : String )
{
* messages.Add( t );*
* times.Add( messageTime );*
* lastTime = scrollTime;*
_ skipChangesTimeout = fpsCounter.updateInterval * 3.0;_
}

function UpdateMessages()
{
* var dt = Time.deltaTime;*
* for( var t in times )*
* var parseFloat(object.toString(t)); /////<-------- referring to this line here.*
* t -= dt;*
* while( times.length > 0 && times[0] < 0.0 ) {*
* times.Shift();*
* messages.Shift(); *
* }*
* lastTime -= dt;*
* if( lastTime < 0.0 )*
* lastTime = 0.0;*
}

function OnGUI()
{
* var height = 15;*
* var n : int = messages.length;*
_ var rc = Rect( 2, Screen.height - 2 - n * height + (lastTime/scrollTimeheight), 600, 20 );_
_
for( var i = 0; i < n; ++i )_
_
{_
_ var text : String = messages;
var time : float = times;
var alpha = time / messageTime;
if( alpha < 0.2 )
GUI.color.a = alpha / 0.2;
else if( alpha > 0.9 )
GUI.color.a = 1.0 - (alpha-0.9) / (1-0.9);
else*

* GUI.color.a = 1.0;*_

* GUI.Label( rc, text );*
* rc.y += height;*
* }*
}

change to

for( object t in times )
var parseFloat(t.toString());  /////<-------- referring to this line here.

You are using parseFloat as a method that’s also initializing a variable. To do this properly, do the following:

var floatDesired = parseFloat(object.ToString());

However, unless part of the default library, the parseFloat method that takes a string object is not in your code and you will get a different error.

Well, your line 213 makes not much sense:

 var parseFloat(object.toString(t));

The var keyword has to be followed by a variable name. Also the next line accesses the t variable but outside the for loop.

You don’t put an arguments into ToString(), you just type it like:

SomeThingHere.ToString();