Problem'' not compatible with the argument list '(String)'.''

this is the scipt:
how to fix ?

function Update()
{
var aniPlay = GetComponent ( “aniSprite” );
//aniPlay.aniSprite (16, 16, 0, 0, 16, 12 );
var controller : CharacterController = GetComponent(CharacterController);

if (controller.isGrounded) 
{
    jumpEnable       = false;
    runJumpEnable    = false;
    crouchJumpEnable = false;
    
    velocity= Vector3(Input.GetAxis("Horizontal"), 0,0 );
    
    if ( velocity.x  == 0 && moveDirection == 1 )        
    {
       aniPlay.aniSprite  (16, 16, 0, 0, 16, 12 );       
    }
    if ( velocity.x  == 0 && moveDirection == 0)         
    {
       aniPlay.aniSprite  (16, 16, 0, 1, 16, 12 );       
    }  
    if ( velocity.x < 0 )                                 
    {
       velocity *= walkSpeed;
       aniPlay.aniSprite  ( 16, 16, 0, 3, 10, 15 );
    }
    if ( velocity.x > 0 )
    {
       velocity *= walkSpeed;
       aniPlay.aniSprite  ( 16, 16, 0, 2, 10, 15 );      
    }
    if (velocity.x < 0 && Input.GetButton ( "Fire1" ) )
    { 
       velocity *= runSpeed;  
       aniPlay.aniSprite  ( 16, 16, 0, 5, 16, 24 );   
    }
    if (velocity.x > 0 && Input.GetButton ( "Fire1" ) )
    { 
       velocity *= runSpeed; 
        aniPlay.aniSprite  ( 16, 16, 0, 4, 16, 24 );  
    }
    
    
    if ( velocity.x == 0 && Input.GetAxis ( "Vertical" ) < 0)
    {
          if ( moveDirection == 0 )
          {     
              velocity.x = 0;  
              aniPlay.aniSprite  ( 16, 16, 0, 9, 16, 24 ); 
          }
          if ( moveDirection == 1 )
          {
              velocity.x = 0;
              aniPlay.aniSprite  ( 16, 16, 0, 8, 16, 24 );
          }
    }
    if ( Input.GetButtonDown ( "Jump" ) && ( !Input.GetButton ( "Fire1" ) ||Input.GetButton ( "Fire1") && velocity.x == 0 ) && Input.GetAxis ( "Vertical" ) >= 0 )
    {
        velocity.y = walkJump;
        jumpEnable = true;
    }
    if ( Input.GetButtonDown ( "Jump" ) && Input.GetButton ( "Fire1" ) && velocity.x !=0 )
    {
        velocity.y = runJump;
        runJumpEnable = true;
    }
    if ( Input.GetButtonDown ( "Jump" ) && velocity.x == 0 && Input.GetAxis ( "Vertical" ) < 0 )
    {
        velocity.y = crouchJump; 
        crouchJumpEnable = true;
    }
}
if ( !controller.isGrounded )
{
   if ( Input.GetMouseButtonUp ( "Jump" ) )   // #ERROR
   {
      velocity.y = velocity.y - fallSpeed;
   }
  
   velocity.x = Input.GetAxis ( "Horizontal" );
   velocity.x *= walkSpeed;
 }
 if ( velocity.x < 0 ) 
 {
     moveDirection = 0;  
 }                  
 if ( velocity.x > 0 )
 {
     moveDirection = 1;
 }   
 velocity.y -= gravity * Time.deltaTime;
 controller.Move ( velocity* Time.deltaTime );

}

If you look at the documentation for Input.GetMouseButtonUp, it doesn’t take a string as a parameter, but a button index.

a couple ways to improve your methodology:
make aniPlay & controller public and attach the objects in the inspector at design time instead of getting the component during runtime. This works only when you know when the assignment wont be dynamically chosen at run time.

also, whenever you are using the equality operator (the ==), place the constant to the left of the operator instead of on the right. that way, if you accidentally use assignment operator (=) instead of equality operator(==) you will get a compiler error instead of a logical error. eliminates bug tracking.

Eg.
instead of if (velocity.x == 0),
use if (0 == velocity.x)