Script errors

I don’t see why I’m getting these script errors
PlayerControl.cs(219,37): error CS1519: Unexpected symbol ;' in class, struct, or interface member declaration PlayerControl.cs(221,24): error CS1519: Unexpected symbol >’ in class, struct, or interface member declaration
PlayerControl.cs(223,31): error CS1519: Unexpected symbol =' in class, struct, or interface member declaration PlayerControl.cs(224,24): error CS1519: Unexpected symbol =’ in class, struct, or interface member declaration
PlayerControl.cs(226,9): error CS8025: Parsing error
PlayerControl.cs(58,5): error CS1525: Unexpected symbol }' PlayerControl.cs(211,12): error CS1525: Unexpected symbol else’
PlayerControl.cs(217,10): error CS1519: Unexpected symbol if' in class, struct, or interface member declaration PlayerControl.cs(217,26): error CS1519: Unexpected symbol )’ in class, struct, or interface member declaration
PlayerControl.cs(219,21): error CS1519: Unexpected symbol `+=’ in class, struct, or interface member declaration

in this script:
using UnityEngine;
using System.Collections;

public class PlayerControl : MonoBehaviour {

Rigidbody rigidBody;
Animator anim;

public float speed = 4;
public float turnSpeed = 5;

Vector3 directionPos;
Vector3 lookPos;

Transform cam;
CapsuleCollider capCol;

float horizontal;
float vertical;

public PhysicMaterial zfriction;
public PhysicMaterial mfriction;

float targetValue;
float curValue;
public float lerpRate = 5;
bool holdAttack;
bool attack;
public float attackTimer = 1;
float aTimer;
float decTimer;

bool blocking;
float bTimer;
public bool blockedAttack;

float MouseX;
float MouseY;

void Start()
{
    rigidBody = GetComponent<Rigidbody>();

    cam = Camera.main.transform;
    capCol = GetComponent<CapsuleCollider>();
    SetupAnimator();
}

void Update()
{
    Ray ray = new Ray(cam.position, cam.forward);

    lookPos = ray.GetPoint(100);

    HandleFriction();
    ControlAttackAnimations();
    ControlBlockAnimations()
}   

void FixedUpdate()
{
    horizontal = Input.GetAxis("Horizontal");
    vertical = Input.GetAxis("Vertical");

    rigidBody.AddForce(((transform.right * horizontal) + (transform.forward * vertical)) * speed / Time.deltaTime);

    directionPos = transform.position + cam.forward * 100;

    Vector3 dir = directionPos - transform.position;
    dir.y = 0;

    rigidBody.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), turnSpeed * Time.deltaTime);

    anim.SetFloat("Sideways", horizontal, 0.1f, Time.deltaTime);
    anim.SetFloat("Forward", vertical, 0.1f, Time.deltaTime);

}

void HandleFriction()
{
    if (horizontal == 0 && vertical == 0) {
        capCol.material = mfriction;
    }
    else
    {
        capCol.material = zfriction;
    }
}

void ControlAttackAnimations()
{
    MouseX = Input.GetAxis("Mouse X");
    MouseY = Input.GetAxis("Mouse Y");

    float mousLB = Input.GetAxis("Fire1");

    #region decide Attack Type

    if (mousLB > 0.1f) ;
    {
        decTimer += Time.deltaTime;

        int attackType = 0;

        if (Mathf.Abs(MouseX) > Mathf.Abs(MouseY))
        {
            if (MouseX < 0)
            {
                attackType = 2;
            }
            else
            {
                attackType = 1;
            }
        }
        else
        {
            attackType = 0;
        }

        anim.SetInteger("AttackType", attackType);

        if (decTimer > 0.5f)
        {
            holdAttack = true;
            anim.SetBool("Attacking", true);
            decTimer = 0;
        }
    }
    #endregion

    if (mousLB < 0.1f)
    {
        if (holdAttack)
            attack = true;
    }

    if (holdAttack)
    {
        if (attack)
        {
            aTimer += Time.deltaTime;

            targetValue = 1;

            if (aTimer > attackTimer)
            {
                holdAttack = false;
                attack = false;
                anim.SetBool("Attacking", false);
                aTimer = 0;
                targetValue = 0;
            }
        }
        else
        {
            targetValue = 0;
        }
    }
    else
    {
        targetValue = 0;
    }

    if (blockedAttack)
        targetValue = 0;

    curValue = Mathf.MoveTowards(curValue, targetValue, Time.deltaTime * lerpRate);
    anim.SetFloat("Attack", curValue);
}

void ControlBlockAnimations()
{
    float mousRB = Input.GetAxis("Fire2");

    if (mousRB > 0.1f) ;
    {
        decTimer += Time.deltaTime;

        if (blocking)
        {
            float blockType = 0;

            if (Mathf.Abs(MouseX) > Mathf.Abs(MouseY))
            {
                if (MouseX < 0)
                {
                    blockType = 2;
                }
                else
                {
                    blockType = 1;
                }
            }
            else
            {
                blockType = 0;
            }

            anim.SetFloat("blockSide", blockType);
        }
        if (decTimer > 0.5f)
        {
            anim.SetBool("Block", true);
            blocking = true;
            decTimer = 0;
        }
    }
    
    else
    {
        anim.SetBool("Block", false);
        blocking = false;
    }

    if (blockedAttack)
    {
        bTimer += Time.deltaTime;

        if (bTimer > 1)
        {
            blockedAttack = false;
            bTimer = 0;
        }
    }
}

void SetupAnimator()
{
	anim = GetComponentInChildren<Animator> ();

	foreach (var childAnimator in GetComponentsInChildren<Animator>())
	{
		if (childAnimator != anim) 
		{
			anim.avatar = childAnimator.avatar;
			Destroy (childAnimator);
			break;
		}
	}
}

}

There are at least a few places where you have an “if” line that ends with a semi-colon (line 94 and 171). That’ll definitely throw off the parser.