Parsing Error : Unexpected symbol 'end of file'

I have no idea what’s going on here. First unity tells me I need to add an extra curly bracket at the end but when I do I still get an error. Hope You Can find the problem.

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour
{
	public float Speed;
	public GUIText countText;
	public GUIText winText;
	public GUIText Failtext;
	public int EnemyHits; 
	private int count; 
	
	void Start ()
	{
		count = 0;
		SetCountText ();
		winText.text = "";
	}
	
	void FixedUpdate ()
    {
		float moveHorizontal = Input.GetAxis("Horizontal");
	    float moveVertical = Input.GetAxis("Vertical");
		
		Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
		
		rigidbody.AddForce(movement * Speed * Time.deltaTime);
	}
		void OnTriggerEnter(Collider other) 
	{
		if(other.gameObject.tag == "PickUp")
		{
			other.gameObject.SetActive(false);
			count = count + 1;
			SetCountText ();
		}
		else if (other.gameObject.tag == "EnemyPickUp")
	    {
			other.gameObject.SetActive(false); 
			EnemyHits = EnemyHits + 1;
			SetCountText ();
   }
}
	    void ChangeScene ()
	   {
       if (winText.text == ("Level Cleared!"))
			Application.LoadLevel("LevelCleared");
       }
			  void SetcountText ()
	   {
	   countText.text = "Count: " + count.ToString ();
	   {
	   if(count >= 5)
	   {
		    winText.text = "Level Cleared!";
			Application.LoadLevel("LevelCleared");
	   }
	   else if(EnemyHits >= 2)
	   {
		   winText.text = "Level Failed";
		   Application.LoadLevel("Fastgame2");
	}

It looks like you’re missing } bracket. Fix indentation and you’ll find the problem.

//now it’s ok

public class PlayerController : MonoBehaviour {

public float Speed;
public GUIText countText;
public GUIText winText;
public GUIText Failtext;
public int EnemyHits;
private int count;

void Start ()
{
	count = 0;
	SetCountText ();
	winText.text = "";
}

void FixedUpdate ()
{
	float moveHorizontal = Input.GetAxis("Horizontal");
	float moveVertical = Input.GetAxis("Vertical");
 
	Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
 
	rigidbody.AddForce(movement * Speed * Time.deltaTime);
}
void OnTriggerEnter(Collider other)
{
	if(other.gameObject.tag == "PickUp")
	{
		other.gameObject.SetActive(false);
		count = count + 1;
		SetCountText ();
	}
	else if (other.gameObject.tag == "EnemyPickUp")
	{
		other.gameObject.SetActive(false);
		EnemyHits = EnemyHits + 1;
		SetCountText ();
	}
}
void ChangeScene ()
{
	if (winText.text == ("Level Cleared!"))
	Application.LoadLevel("LevelCleared");
}
void SetCountText ()
{
	countText.text = "Count: " + count.ToString ();
	if(count >= 5)
	{
		winText.text = "Level Cleared!";
		Application.LoadLevel("LevelCleared");
	}
	else if(EnemyHits >= 2)
	{
		winText.text = "Level Failed";
	Application.LoadLevel("Fastgame2");
	}
}	

}