Why am i getting these errors?

Here’s my script:
public float walkAcceleration = 5f;
public GameObject cameraObject;
public float maxWalkSpeed = 20f;

	private Vector2 horizontalMovement;
	
	void Start () {
	
	}
	
	void Update () {
		horizontalMovement = new Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
		if(horizontalMovement.magnitude > maxWalkSpeed){
			horizontalMovement = horizontalMovement.normalized;
			horizontalMovement *= maxWalkSpeed;
		}
		rigidbody.velocity.x = horizontalMovement.x;
		rigidbody.velocity.z = horizontalMovement.y;
		
		transform.rotation = new Quaternion.Euler(0, cameraObject.GetComponent<PlayerLookScript>.currentYRotation, 0);
		rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration, 0, Input.GetAxis("Vertical") * walkAcceleration);
		
	}

Here are my errors:

Assets/Scripts/PlayerMovementScipt.cs(25,53): error CS0426: The nested type Euler' does not exist in the type UnityEngine.Quaternion’

Assets/Scripts/PlayerMovementScipt.cs(23,27): error CS1612: Cannot modify a value type return value of `UnityEngine.Rigidbody.velocity’. Consider storing the value in a temporary variable

I know this is pretty simple but I cannot figure it out! Thanks! (BTW I was following a tutorial but it was written in Javascript and I prefer c# so I tried translating it over and this is what I got. Thanks)

You don’t want ‘new’ in front of the class method Quaternion.Euler. You also you cannot assign velocity axes separately.

    public float walkAcceleration = 5f;
	public GameObject cameraObject;
	public float maxWalkSpeed = 20f;

    private Vector2 horizontalMovement;
 
    void Start () {
    }
 
    void Update () {
       horizontalMovement = new Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
       if(horizontalMovement.magnitude > maxWalkSpeed){
         horizontalMovement = horizontalMovement.normalized;
         horizontalMovement *= maxWalkSpeed;
       }
		
       rigidbody.velocity = new Vector3(horizontalMovement.x, rigidbody.velocity.y, horizontalMovement.y);
 
       transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent<PlayerLookScript>.currentYRotation, 0);
       rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration, 0, Input.GetAxis("Vertical") * walkAcceleration);
 
    }