please fix parsing error

using UnityEngine;
using System.Collections;

public class Player : MonoBehaviour
{
[SerializeField]
private float movementspeed;
private Rigidbody2D myRigidBody;
private Animator myAnimator;
private bool facingRight;
private bool attack;
private bool slide;

// Use this for initialization
void Start (){
	facingRight = true;
		myRigidBody = GetComponent<Rigidbody2D>();
	myAnimator = GetComponent<Animator>();

}
void Update(){
	HandleInput();
}
// Update is called once per frame
void FixedUpdate () 
	{
	float Horizontal = Input.GetAxis ("Horizontal");
	HandleMovement (Horizontal);
	Flip (Horizontal);
	HandleAttacks ();
	ResetValues ();
}

private void HandleMovement(float Horizontal)
{{
if (!this.myAnimator.GetCurrentAnimatorStateInfo (0).IsTag (“Attack”)) {
myRigidBody.velocity = new Vector2 (Horizontal * movementspeed, myRigidBody.velocity.y);
}

      if (slide && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Slide")){
		
		myAnimator.SetBool("slide" , true);

}

	else if(!this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("slide")
        
		myAnimator.SetBool("slide" , false);
	        }
	
	
		        myAnimator.SetFloat ("speed", Mathf.Abs(Horizontal));}

	
		private void HandleAttacks(){
	   		if (attack && !this.myAnimator.GetCurrentAnimatorStateInfo (0).IsTag ("Attack")) 
			{
		myAnimator.SetTrigger ("attack");
			
				myRigidBody.velocity = Vector2.zero;}
		}
		

	    private void HandleInput()
		{
			if (Input.GetKeyDown (KeyCode.LeftShift)) 
{

		attack = true;
}
			if (Input.GetKeyDown(KeyCode.LeftControl))
			{
				slide = true;
			}

}

       	 private void Flip(float Horizontal)

{
if (Horizontal > 0 && !facingRight || Horizontal < 0 && facingRight)
{

		facingRight = !facingRight;
		Vector3 theScale = transform.localScale;

		theScale.x *= -1;

		transform.localScale = theScale;
	}
}
       	private void ResetValues(){
	   	attack = false;
	   	slide = false;
}

public class Player : MonoBehaviour {
[SerializeField] private float movementspeed;
private Rigidbody2D myRigidBody;
private Animator myAnimator;
private bool facingRight;
private bool attack; private bool slide;

void Start (){
	facingRight = true;
	myRigidBody = GetComponent<Rigidbody2D>();
	myAnimator = GetComponent<Animator>();
}

void Update(){
	HandleInput();
}

void FixedUpdate () {
	float Horizontal = Input.GetAxis ("Horizontal");
	HandleMovement (Horizontal);
	Flip (Horizontal);
	HandleAttacks ();
	ResetValues ();
}

private void HandleMovement(float Horizontal) {
	if (!this.myAnimator.GetCurrentAnimatorStateInfo (0).IsTag ("Attack")) {
		myRigidBody.velocity = new Vector2 (Horizontal * movementspeed, myRigidBody.velocity.y); 
	}

	if (slide && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Slide")){
		myAnimator.SetBool("slide" , true);
	}

	else if(!this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("slide")){
		myAnimator.SetBool("slide" , false);
		myAnimator.SetFloat ("speed", Mathf.Abs(Horizontal));
	}
}
		
private void HandleAttacks(){
	if (attack && !this.myAnimator.GetCurrentAnimatorStateInfo (0).IsTag ("Attack")) {
		myAnimator.SetTrigger ("attack");
		myRigidBody.velocity = Vector2.zero;}
	}

private void HandleInput(){
	if (Input.GetKeyDown (KeyCode.LeftShift)) {
		attack = true;
	}

	if (Input.GetKeyDown(KeyCode.LeftControl)){
		slide = true;
	}
}

private void Flip(float Horizontal){
	if (Horizontal > 0 && !facingRight || Horizontal < 0 && facingRight) {
		facingRight = !facingRight;
		Vector3 theScale = transform.localScale;
		theScale.x *= -1;
		transform.localScale = theScale;
	}
}

 private void ResetValues(){
	attack = false;
	slide = false;
 }

}

note : to avoid same errors again

  • add the needed brackets before righting any code or jumping to another test statement or function.
  • add spaces between statement & functions .
  • double click the errors in unity will take you to the line where the error is.
  • good luck.