i need help trying to compile errors im new at game making

im trying to make a 2D platform shooter game and i cant figure out what this error means

Assets/Standard Assets/2D/PhysicsMaterials/Enemies.cs(7,30): error CS0246: The type or namespace name `MovingObject’ could not be found. Are you missing a using directive or an assembly reference?

can someone tell me what i need to change My script is:

using UnityEngine;
using System.Collections;

namespace Completed
{
//Enemy inherits from MovingObject, our base class for objects that can move, Player also inherits from this.
public class Enemy : MovingObject
{
public int playerDamage; //The amount of food points to subtract from the player when attacking.

    private Animator animator;                          //Variable of type Animator to store a reference to the enemy's Animator component.
    private Transform target;                           //Transform to attempt to move toward each turn.
    private bool skipMove;                              //Boolean to determine whether or not enemy should skip a turn or move this turn.
    
    
    //Start overrides the virtual Start function of the base class.
    protected override void Start ()
    {
        //Register this enemy with our instance of GameManager by adding it to a list of Enemy objects. 
        //This allows the GameManager to issue movement commands.
        GameManager.instance.AddEnemyToList (this);
        
        //Get and store a reference to the attached Animator component.
        animator = GetComponent<Animator> ();
        
        //Find the Player GameObject using it's tag and store a reference to its transform component.
        target = GameObject.FindGameObjectWithTag ("Player").transform;
        
        //Call the start function of our base class MovingObject.
        base.Start ();
    }
    
    
    //Override the AttemptMove function of MovingObject to include functionality needed for Enemy to skip turns.
    //See comments in MovingObject for more on how base AttemptMove function works.
    protected override void AttemptMove <T> (int xDir, int yDir)
    {
        //Check if skipMove is true, if so set it to false and skip this turn.
        if(skipMove)
        {
            skipMove = false;
            return;
            
        }
        
        //Call the AttemptMove function from MovingObject.
        base.AttemptMove <T> (xDir, yDir);
        
        //Now that Enemy has moved, set skipMove to true to skip next move.
        skipMove = true;
    }
    
    
    //MoveEnemy is called by the GameManger each turn to tell each Enemy to try to move towards the player.
    public void MoveEnemy ()
    {
        //Declare variables for X and Y axis move directions, these range from -1 to 1.
        //These values allow us to choose between the cardinal directions: up, down, left and right.
        int xDir = 0;
        int yDir = 0;
        
        //If the difference in positions is approximately zero (Epsilon) do the following:
        if(Mathf.Abs (target.position.x - transform.position.x) < float.Epsilon)
            
            //If the y coordinate of the target's (player) position is greater than the y coordinate of this enemy's position set y direction 1 (to move up). If not, set it to -1 (to move down).
            yDir = target.position.y > transform.position.y ? 1 : -1;
        
        //If the difference in positions is not approximately zero (Epsilon) do the following:
        else
            //Check if target x position is greater than enemy's x position, if so set x direction to 1 (move right), if not set to -1 (move left).
            xDir = target.position.x > transform.position.x ? 1 : -1;
        
        //Call the AttemptMove function and pass in the generic parameter Player, because Enemy is moving and expecting to potentially encounter a Player
        AttemptMove <Player> (xDir, yDir);
    }
    
    
    //OnCantMove is called if Enemy attempts to move into a space occupied by a Player, it overrides the OnCantMove function of MovingObject 
    //and takes a generic parameter T which we use to pass in the component we expect to encounter, in this case Player
    protected override void OnCantMove <T> (T component)
    {
        //Declare hitPlayer and set it to equal the encountered component.
        Player hitPlayer = component as Player;
        
        //Call the LoseFood function of hitPlayer passing it playerDamage, the amount of foodpoints to be subtracted.
        hitPlayer.LoseFood (playerDamage);
        
        //Set the attack trigger of animator to trigger Enemy attack animation.
        animator.SetTrigger ("enemyAttack");

    }
}

}

i think you want to change the if to say.

if(skipMove == true)
{
       skipMove = false;
}