My Splash Screen Script Wont Work

using UnityEngine;
using System.Collections;
public class Splash : MonoBehaviour {
public int level = (PWMENU) ; //Level to open after splash
public float setTime = 3.0f; //Duration before loading next level
public float dimTime = 2.0f; //Duration Before Staring to Fade or Dim Lights
public Light dimLight; //Main Light Source to Dim
public float zoomSpeed = 0.2f; //Speed at which camera zooms in
Camera c;
float timer; // Use this for initialization
Start.AssemblyQualifiedName
transform.TransformDirection() = GetComponent (); //Find attached Camera Component
timer = 0.0f; //Initializes Timer to 0
}

	// Update is called once per frame
	void Update () {
		timer += Time.deltaTime; //Adds Time.deltaTime to timer each update
		c.fieldOfView -= zoomSpeed; //Zooms in Camera
		if (timer > dimTime && timer < setTime) {
			dimLight.intensity -= zoomSpeed; //Dims Lights
		} else if (timer > setTime) {
			Application.LoadLevel (PWMENU) ; //Loads Level at index
		}
	}
}

Your code was quite broken. Not sure where you managed to get all different kinds of strings like AssemblyQualifiedName or trying to assign the camera to the result from a function call. I tried my best to understand your intent, but you didn’t say what was wrong.

I did try this on a new scene with a camera, some object to look at and a light source that was dimming so I guess it works.

Splash.cs

using UnityEngine;

public class Splash : MonoBehaviour
{
    public int level = 0;           // Level to open after splash
    public float setTime = 3.0f;    // Duration before loading next level
    public float dimTime = 2.0f;    // Duration Before Staring to Fade or Dim Lights
    public Light dimLight;          // Main Light Source to Dim
    public float zoomSpeed = 0.2f;  // Speed at which camera zooms in

    new Camera camera;
    float timer;

    void Start()
    {
        camera = GetComponent<Camera>();
        timer = 0.0f;
    }

    void Update()
    {
        timer += Time.deltaTime;
        camera.fieldOfView -= zoomSpeed;

        if (timer > dimTime && timer < setTime)
        {
            dimLight.intensity -= zoomSpeed;
        }
        else if (timer > setTime)
        {
            Application.LoadLevel(level);
        }
    }
}