I keep getting compiler errors on my code, please help. (C#)

using UnityEngine;
using System.Collections;

public class ThiefControllerScript : MonoBehaviour
public float maxSpeed = 7f;
bool facingRight = true;
bool facingLeft = true;

Animator anim;

bool grounded = false;
public Transform groundCheck;
float groundRadius = 0.2f;
public LayerMask whatIsGround;
public float jumpForce = 700f;

void Start () 
	anim = GetComponent<Animator>();

void FixedUpdate () 
	grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
	anim.SetBool ("Ground", grounded);

	anim.SetFloat ("vSpeed", GetComponent<Rigidbody2D>().velocity.y);

	float move = Input.GetAxis ("Horizontal");

	anim.SetFloat ("Speed", (move));

	GetComponent<Rigidbody2D>().velocity = new Vector2 (move * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);

	if (!facingRight)
		anim.SetBool ("FLeft", (false));
	else if (facingRight)
		anim.SetBool ("FRight", (false));

	if (!facingLeft)
		anim.SetBool ("FLeft", (true));
	else if (facingLeft)
		anim.SetBool ("FRight", (true));

void Update()
	if (grounded && Input.GetKeyDown(KeyCode.Space))

		anim.SetBool ("Ground", false);
		Rigidbody2D.AddForce (new Vector2(0, jumpForce));


The line is at
‘Rigidbody2D.AddForce (new Vector2(0, jumpForce));’

AddForce is not a static method, but an instance method. So you need to get a reference to the RigidBody2D component.

Rigidbody2D rigidbody = GetComponent<Rigidbody2D>();
rigidbody.AddForce(new Vector2(0, jumpForce));

Note: You may want to store a reference to the rigidbody just like how you are doing with the Animator component.