help expected. Insert a semicolon at the end

var burstEnergy : float = 10.0;
var explosionObject : Transform;

function LateUpdate() {

var theParticles = GetComponent ParticleEmitter.particles;
var liveParticles = new int[theParticles.length];
var particlesToKeep = 0;
for (var i = 0; i < ParticleEmitter.particleCount; i++ )
{
	if (theParticles*.energy > burstEnergy)*
  •   {*
    

_ theParticles*.color = Color.yellow;_
_
// We have so much energy, we must go boom*_
* if (explosionObject)*
* Transform.Instantiate(explosionObject,*
_ theParticles*.position,
Quaternion.identity );
} else {
liveParticles[particlesToKeep++] = i;
}
}
// Copy the ones we keep to a new array*
* var keepParticles = new Particle[particlesToKeep];
for (var j = 0; j < particlesToKeep; j++)
keepParticles[j] = theParticles[liveParticles[j]];
// And write changes back*
* particleEmitter.particles = keepParticles;
} *
ERROR:
Error UCE0001: β€˜;’ expected. Insert a semicolon at the end. (UCE0001) (Assembly-UnityScript) on: β€œvar theParticles = GetComponent ParticleEmitter.particles;”_

var theParticles = GetComponent ParticleEmitter.particles;

To

var theParticles = GetComponent(ParticleEmitter).particles;

And the full code :

#pragma strict

var burstEnergy : float = 10.0; 
var explosionObject : Transform;

function LateUpdate() {

 var theParticles = GetComponent(ParticleEmitter).particles;
 var liveParticles = new int[theParticles.length];
 var particlesToKeep = 0;
 for (var i = 0; i < GetComponent(ParticleEmitter).particleCount; i++ )
 {
     if (theParticles*.energy > burstEnergy)*

{
theParticles*.color = Color.yellow;*
// We have so much energy, we must go boom
if (explosionObject)
Transform.Instantiate(explosionObject,
theParticles*.position,*
Quaternion.identity );
} else {
liveParticles[particlesToKeep++] = i;
}
}
// Copy the ones we keep to a new array
var keepParticles = new Particle[particlesToKeep];
for (var j = 0; j < particlesToKeep; j++)
keepParticles[j] = theParticles[liveParticles[j]];
// And write changes back
GetComponent(ParticleEmitter).particles = keepParticles;
}