UnityEngine.Component.gameObject' is a `property' but a `type' was expected

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

public class EnemyController : MonoBehaviour {

	public float moveSpeed;
	private Rigidbody2D myRigidbody;
	private bool moving;

	public float timeBetweenMove;
	private float timeBetweenMoveCounter;
	public float timeToMove;
	private float timeToMoveCounter;

	private Vector3 moveDirection;

	public float waitToReload;
	private bool reloading;
	private gameObject thePlayer;

	// Use this for initialization

	void Start () {

		myRigidbody = GetComponent<Rigidbody2D>();

		//timeBetweenMoveCounter = timeBetweenMove;
		//timeToMoveCounter = timeToMove;

		timeBetweenMoveCounter = Random.Range (timeBetweenMove * 0.75f, timeBetweenMove * 1.25f);
			timeToMoveCounter = Random.Range(timeToMove * 0.75f, timeBetweenMove *1.25f);

	}
	
	// Update is called once per frame
	void Update () {

		if (moving) {
			timeToMoveCounter -= Time.deltaTime;
			myRigidbody.velocity = moveDirection;

			if (timeToMoveCounter < 0) {
				moving = false;
				//timeBetweenMoveCounter = timeBetweenMove;
				timeBetweenMoveCounter = Random.Range (timeBetweenMove * 0.75f, timeBetweenMove * 1.25f);
			}
		} else {
			timeBetweenMoveCounter -= Time.deltaTime;

			myRigidbody.velocity = Vector2.zero;

			if (timeBetweenMoveCounter < 0f) {
				moving = true;
				
				//timeToMoveCounter = timeToMove;
				timeToMoveCounter = Random.Range (timeToMove * 0.75f, timeBetweenMove * 1.25f);

				moveDirection = new Vector3 (Random.Range (-1f, 1f) * moveSpeed, Random.Range (-1f, 1f) * moveSpeed, 0f);
			}
		}
		if (reloading) {
			waitToReload -= Time.deltaTime;
			if (waitToReload < 0) {
				
				//Application.LoadLevel (Application.loadedLevel);
				SceneManager.LoadScene(SceneManager.GetActiveScene(0).buildindex);
				thePlayer.SetActive (true);
				//other.gameObject.SetActive(true);
			}
		}

	}

	void OnCollisionEnter2D (Collision2D other)
	{
		if(other.gameObject.name == "Player")
		{
			other.gameObject.SetActive (false);
			reloading = true;
			thePlayer = other.gameObject;
	}
	}
			
}

I think it’s cause you used “gameobject” instead of “Gameobject”

private gameObject thePlayer*