I Keep Getting Parsing Error And I Have No Clue WHY

So I was trying to add a jump state to my 2d character controller and i typed it all out and it looks fine to me but… i go to play the game in unity and it just says parsing error and says line 137 i don t know why
can someone take a look

[SerializeField]
private float movementSpeed;

private Rigidbody2D myRigidbody;

private Animator myAnimator;

private bool facingRight;

private bool attack;

[SerializeField]
private Transform[] groundPoints;

[SerializeField]
private float groundRadius;[]

private LayerMask whatIsGround;

private bool isGrounded;

private bool jump;

private float jumpForce;

void Start () 
{
	facingRight = true;
	myRigidbody = GetComponent<Rigidbody2D>();
	myAnimator = GetComponent<Animator>();
}

void Update()
{
	HandleInput();
}


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("Attack"))
	{
		
	}
	
	myRigidbody.velocity = new Vector2(horizontal * movementSpeed,myRigidbody.velocity.y);
	if(isGrounded && jump)
	{
		isGrounded = false;
		myRigidbody.AddForce(new Vector2(0,jumpForce));
	}
	
	myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
}

private void HandleAttacks()
{
	if (attack)
		myAnimator.SetTrigger("attack");
}

private void HandleInput()
{
	if (Input.GetKeyDown(KeyCode.Space))
	{
		jump = true;
	}
	if (Input.GetMouseButtonDown(0))
	{
		attack = 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;
}
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;*
    
  • }*
  • } *

OverlapCircleAll method is static method on the “Physics2D” object.

Change:

Collider2D [] colliders = physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);

to

Collider2D [] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround); // capital Physics2D not lower case like it's an instance.