Проблема private void OnTriggerEnter2D(Collider2D collision)

Проблема заключается что Unity выдает такую ошибки

1.Type '' already defines a member called 'OnTriggerEnter2D' with the same parameter types 2.namespace cannot directly contain members such as fields or methods

Не могли бы пожалуйста подсказать в чем заключается проблема

public float speed;
public float jumpForce;
private float moveInput;
private bool facingRight = true;
private Rigidbody2D rb;
private bool isGrounded;
public Transform groundCheck;
public float checkRadius;
public LayerMask whatIsGround;
private int extraJumps;
public int extraJumpsValue;
private SpriteRenderer rend;
private bool canHide = false;
private bool hiding = false;

private void Start () {
    rend = GetComponent<SpriteRenderer>();
    extraJumps = extraJumpsValue;
    rb = GetComponent<Rigidbody2D>();
}

private void FixedUpdate () {
    isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);
    moveInput = Input.GetAxis("Horizontal");
    rb.velocity = new Vector2(moveInput*speed, rb.velocity.y);
    if (facingRight == false && moveInput > 0) {
        Flip();
    } else if (facingRight == true && moveInput < 0) {
        Flip();
    }
    if (!hiding) {
        rb.velocity = new Vector2(moveInput, rb.velocity.y); 
    } else {
        rb.velocity = Vector2.zero; 
    }
}

void Flip () {
    facingRight = !facingRight;
    Vector3 Scaler = transform.localScale;
    Scaler.x *= -1;
    transform.localScale = Scaler;
}

private void Ju () {
    if (isGrounded == true) {
        extraJumps = extraJumpsValue;
    }
    if (Input.GetKeyDown(KeyCode.J) && extraJumps > 0) {
        rb.velocity = Vector2.up*jumpForce;
        extraJumps--;
    } else if (Input.GetKeyDown(KeyCode.UpArrow) && extraJumps == 0 && isGrounded == true) {
        rb.velocity = Vector2.up*jumpForce;
    }
}

private void Update () {
    if (canHide == true && Input.GetKey("F")) {
        Physics2D.IgnoreLayerCollision(8, 9, true);
        rend.sortingOrder = 0;
        hiding = true;
    } else {
        Physics2D.IgnoreLayerCollision(8, 9, false);
        rend.sortingOrder = 2;
        hiding = false;
    }
}

private void OnTriggerEnter2D (Collider2D collision) {
    if (collision.gameObject.name.Equals("HideElement")) {
        canHide = true; 
    }
}

private void OnTriggerEnter2D (Collider2D collision) {
    if (collision.gameObject.name.Equals("HideElement")) {
        canHide = false; 
    }
}

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