Recovered my scripts. Many errors

So, I accidently deleted my scripts folder from my Unity project. Fortunatly for me I builded the project not to long ago. I recovered all my scripts and they look fine, BUT I get for one script specific these compiler errors:

Assets/scripts/toggleYellowVisibility.cs(lineNumber,1): error CS1529: A using clause must precede all other namespace elements except extern alias declarations

-for every linenumber and the 1 next to the linenumber sometimes is a 14
and i get:

Assets/scripts/toggleYellowVisibility.cs(393,14): error CS0101: The namespace `global::’ already contains a definition for ‘scriptName’

-with scriptName being for every script

and in the inspector it says for every script that it is not valid and I need to fix compiler errors ← But, I can see why that is. EXCEPT: the scripts from the unity standard assets have this too!

and VS I get under variable names in my script this error:
this member is defined more than once.
Ambiguity between scriptname.variablename and scriptname.variablename

I don’t get it! it looks like the scripts already exist nut they don’t I accidently deleted the scripts folder!


I found the answer:
I recovered the files from a build with a program but I did not think of just going to the windows trash bin. When I used the one from the trash it worked again.

Do you know whats wrong with my code? I cant seem to get off of 4 errors, one is “} expected”. The other 3 are “A using clause must precede all other elements defined in the namespace except extern alias declarations”. Here is my code-

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MouseLook : MonoBehaviour
public float mouseSpeed = 100f;
public Transform playerBody;
float xRotation = 0f;

void Start()
    Cursor.lockState = CursorLockMode.Locked;
void Update()
    float mouseX = Input.GetAxis("Mouse X") * mouseSpeed * Time.deltaTime;
    float mouseY = Input.GetAxis("Mouse Y") * mouseSpeed * Time.deltaTime;

    xRotation -= mouseY;
    xRotation = Mathf.Clamp(xRotation, -90f, 90f);

    transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
    playerBody.Rotate(Vector3.up * mouseX);


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
public CharacterController controller;

public float speed = 10f;
public float gravity = -10f;
public float jumpHeight = 5f;

public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;

Vector3 velocity;
bool isGrounded;

void Update()
    isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

    if (isGrounded && velocity.y < 0)
        velocity.y = -2f;

    float x = Input.GetAxis("Horizontal");
    float z = Input.GetAxis("Vertical");

    Vector3 move = transform.right * x + transform.forward * z;

    controller.Move(move * speed * Time.deltaTime);

    if (Input.GetButton("Jump") && isGrounded)
        velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);

    velocity.y += gravity * Time.deltaTime;

    controller.Move(velocity * Time.deltaTime);