Parsing Error need help

need help!

Assets/My Assets/DayNightController.cs(266,1): error CS8025: Parsing error

using UnityEngine;
using System.Collections;

public class DayNightController : MonoBehaviour
{
/// number of seconds in a day
public float dayCycleLength = 1440;

/// current time in game time (0 - dayCycleLength).  
public float currentCycleTime = 0;  

/// number of hours per day.  
public float hoursPerDay;  

/// The rotation pivot of Sun  
public Transform rotation;  

/// current day phase  
public DayPhase currentPhase;  

/// Dawn occurs at currentCycleTime = 0.0f, so this offsets the WorldHour time to make  
/// dawn occur at a specified hour. A value of 3 results in a 5am dawn for a 24 hour world clock.  
public float dawnTimeOffset;  

/// calculated hour of the day, based on the hoursPerDay setting.  
public int worldTimeHour;  

/// calculated minutes of the day, based on the hoursPerDay setting.  
public int minutes;  
private float timePerHour ;  

/// The scene ambient color used for full daylight.  
public Color fullLight = new Color(253.0f / 255.0f, 248.0f / 255.0f, 223.0f / 255.0f);  

/// The scene ambient color used for full night.  
public Color fullDark = new Color(32.0f / 255.0f, 28.0f / 255.0f, 46.0f / 255.0f);  

/// The scene fog color to use at dawn and dusk.  
public Color dawnDuskFog = new Color(133.0f / 255.0f, 124.0f / 255.0f, 102.0f / 255.0f);  

/// The scene fog color to use during the day.  
public Color dayFog = new Color(180.0f / 255.0f, 208.0f / 255.0f, 209.0f / 255.0f);  

/// The scene fog color to use at night.  
public Color nightFog = new Color(12.0f / 255.0f, 15.0f / 255.0f, 91.0f / 255.0f);  

/// The calculated time at which dawn occurs based on 1/4 of dayCycleLength.  
private float dawnTime;   

/// The calculated time at which day occurs based on 1/4 of dayCycleLength.  
private float dayTime;  

/// The calculated time at which dusk occurs based on 1/4 of dayCycleLength.  
private float duskTime;  

/// The calculated time at which night occurs based on 1/4 of dayCycleLength.  
private float nightTime;  

/// One quarter the value of dayCycleLength.  
private float quarterDay;  
private float halfquarterDay;  

/// The specified intensity of the directional light, if one exists. This value will be  
/// faded to 0 during dusk, and faded from 0 back to this value during dawn.  
private float lightIntensity;  

/// Initializes working variables and performs starting calculations.  
void Initialize()  
{  
    quarterDay = dayCycleLength * 0.25f;  
    halfquarterDay = dayCycleLength * 0.125f;  
    dawnTime = 0.0f;  
    dayTime = dawnTime + halfquarterDay;  
    duskTime = dayTime + quarterDay + halfquarterDay;  
    nightTime = duskTime + halfquarterDay;  
    timePerHour = dayCycleLength/hoursPerDay;  
    if (GetComponent<Light>() != null)  
    { lightIntensity = GetComponent<Light>().intensity; }  
}  

/// Sets the script control fields to reasonable default values for an acceptable day/night cycle effect.  
void Reset()  
{  
    dayCycleLength = 120.0f;  
    hoursPerDay = 24.0f;  
    dawnTimeOffset = 3.0f;  
    fullDark = new Color(32.0f / 255.0f, 28.0f / 255.0f, 46.0f / 255.0f);  
    fullLight = new Color(253.0f / 255.0f, 248.0f / 255.0f, 223.0f / 255.0f);  
    dawnDuskFog = new Color(133.0f / 255.0f, 124.0f / 255.0f, 102.0f / 255.0f);  
    dayFog = new Color(180.0f / 255.0f, 208.0f / 255.0f, 209.0f / 255.0f);  
    nightFog = new Color(12.0f / 255.0f, 15.0f / 255.0f, 91.0f / 255.0f);  
}  

// Use this for initialization  
void Start()  
{  
    Initialize();  
}  

void OnGUI(){  
    string jam = worldTimeHour.ToString();  
    string menit = minutes.ToString();  
    if (worldTimeHour < 10){  
        jam = "0" + worldTimeHour;  
    }  
    if (minutes < 10){  
        menit = "0"+minutes;  
    }  
    GUI.Button(new Rect(500, 20, 100, 26), currentPhase.ToString() +" : "+jam+":"+menit);  
}  

// Update is called once per frame  
void Update()  
{  
    // Rudementary phase-check algorithm:  
    if (currentCycleTime > nightTime && currentPhase == DayPhase.Dusk)  
    {  
        SetNight();  
    }  
    else if (currentCycleTime > duskTime && currentPhase == DayPhase.Day)  
    {  
        SetDusk();  
    }  
    else if (currentCycleTime > dayTime && currentPhase == DayPhase.Dawn)  
    {  
        SetDay();  
    }  
    else if (currentCycleTime > dawnTime && currentCycleTime < dayTime && currentPhase == DayPhase.Night)  
    {  
        SetDawn();  
    }  

    // Perform standard updates:  
    UpdateWorldTime();  
    UpdateDaylight();  
    UpdateFog();  

    // Update the current cycle time:  
    currentCycleTime += Time.deltaTime;  
    currentCycleTime = currentCycleTime % dayCycleLength;  

}  

/// Sets the currentPhase to Dawn, turning on the directional light, if any.  
public void SetDawn()  
{  
    if (GetComponent<Light>() != null)  
    { GetComponent<Light>().enabled = true; }  
    currentPhase = DayPhase.Dawn;  
}  

/// Sets the currentPhase to Day, ensuring full day color ambient light, and full  
/// directional light intensity, if any.  
public void SetDay()  
{  
    RenderSettings.ambientLight = fullLight;  
    if (GetComponent<Light>() != null)  
    { GetComponent<Light>().intensity = lightIntensity; }  
    currentPhase = DayPhase.Day;  
}  

/// Sets the currentPhase to Dusk.  
public void SetDusk()  
{  
    currentPhase = DayPhase.Dusk;  
}  

/// Sets the currentPhase to Night, ensuring full night color ambient light, and  
/// turning off the directional light, if any.  
public void SetNight()  
{  
    RenderSettings.ambientLight = fullDark;  
    if (GetComponent<Light>() != null)  
    { GetComponent<Light>().enabled = false; }  
    currentPhase = DayPhase.Night;  
}  

/// If the currentPhase is dawn or dusk, this method adjusts the ambient light color and direcitonal  
/// light intensity (if any) to a percentage of full dark or full light as appropriate. Regardless  
/// of currentPhase, the method also rotates the transform of this component, thereby rotating the  
/// directional light, if any.  
private void UpdateDaylight()  
{  
    if (currentPhase == DayPhase.Dawn)  
    {  
        float relativeTime = currentCycleTime - dawnTime;  
        RenderSettings.ambientLight = Color.Lerp(fullDark, fullLight, relativeTime / halfquarterDay);  
        if (GetComponent<Light>() != null)  
        { GetComponent<Light>().intensity = lightIntensity * (relativeTime / halfquarterDay); }  
    }  
    else if (currentPhase == DayPhase.Dusk)  
    {  
        float relativeTime = currentCycleTime - duskTime;  
        RenderSettings.ambientLight = Color.Lerp(fullLight, fullDark, relativeTime / halfquarterDay);  
        if (GetComponent<Light>() != null)  
        { GetComponent<Light>().intensity = lightIntensity * ((halfquarterDay - relativeTime) / halfquarterDay); }  
    }  

    //transform.Rotate(Vector3.up * ((Time.deltaTime / dayCycleLength) * 360.0f), Space.Self);  
    transform.RotateAround (rotation.position, Vector3.forward, ((Time.deltaTime / dayCycleLength) * 360.0f));  
}  

/// Interpolates the fog color between the specified phase colors during each phase's transition.  
/// eg. From DawnDusk to Day, Day to DawnDusk, DawnDusk to Night, and Night to DawnDusk  
private void UpdateFog()  
{  
    if (currentPhase == DayPhase.Dawn)  
    {  
        float relativeTime = currentCycleTime - dawnTime;  
        RenderSettings.fogColor = Color.Lerp(dawnDuskFog, dayFog, relativeTime / halfquarterDay);  
    }  
    else if (currentPhase == DayPhase.Day)  
    {  
        float relativeTime = currentCycleTime - dayTime;  
        RenderSettings.fogColor = Color.Lerp(dayFog, dawnDuskFog, relativeTime / (quarterDay+halfquarterDay));  
    }  
    else if (currentPhase == DayPhase.Dusk)  
    {  
        float relativeTime = currentCycleTime - duskTime;  
        RenderSettings.fogColor = Color.Lerp(dawnDuskFog, nightFog, relativeTime / halfquarterDay);  
    }  
    else if (currentPhase == DayPhase.Night)  
    {  
        float relativeTime = currentCycleTime - nightTime;  
        RenderSettings.fogColor = Color.Lerp(nightFog, dawnDuskFog, relativeTime / (quarterDay+halfquarterDay));  
    }  
}  

/// Updates the World-time hour based on the current time of day.  
private void UpdateWorldTime()  
{  
    worldTimeHour = (int)((Mathf.Ceil((currentCycleTime / dayCycleLength) * hoursPerDay) + dawnTimeOffset) % hoursPerDay) + 1;  
    minutes = (int)(Mathf.Ceil((currentCycleTime* (60/timePerHour))% 60));  
}  

public enum DayPhase  
{  
    Night = 0,  
    Dawn = 1,  
    Day = 2,  
    Dusk = 3  
}  

// blend value of skybox using SkyBoxBlend Shader in render settings range 0-1
private float SkyboxBlendFactor= 0.0f;
private void UpdateSkyboxBlendFactor(){
if (currentPhase == DayPhase.Dawn)
{
float relativeTime = currentCycleTime - dawnTime;
SkyboxBlendFactor = 1 - (relativeTime / halfquarterDay);
}
else if (currentPhase == DayPhase.Day)
{
SkyboxBlendFactor = 0.0f;
}
else if (currentPhase == DayPhase.Dusk)
{
float relativeTime = currentCycleTime - duskTime;
SkyboxBlendFactor = relativeTime / halfquarterDay;
}
else if (currentPhase == DayPhase.Night)
{
SkyboxBlendFactor = 1.0f;
}

RenderSettings.skybox.SetFloat("_Blend", SkyboxBlendFactor);

}

Your error means that there is a scripting error, and the error has something to do with line 266. Where line 266 is, I don not know. look for a missing semicolon, or a added bracket. Bye!