Converting from javascript to c#

I used to use unity javascript and now I’ve decided to change to c#, so I started converting my scripts but I’m getting errors that I don’t know how to fix them, can you help me? I will leave the scripts, in javascript and in c#(that is the one with errors) and I will make a list of the errors that are showing

Errors :
Assets/Mine/Scripts/Parkour/PlayerMovementScript.cs(27,30): error CS0119: Expression denotes a type', where a variable’, value' or method group’ was expected;

Assets/Mine/Scripts/Parkour/PlayerMovementScript.cs(33,19): error CS1612: Cannot modify a value type return value of `UnityEngine.Rigidbody.velocity’. Consider storing the value in a temporary variable;

Assets/Mine/Scripts/Parkour/PlayerMovementScript.cs(34,19): error CS1612: Cannot modify a value type return value of `UnityEngine.Rigidbody.velocity’. Consider storing the value in a temporary variable;

Assets/Mine/Scripts/Parkour/PlayerMovementScript.cs(39,34): error CS0246: The type or namespace name `vector3’ could not be found. Are you missing a using directive or an assembly reference?;

script in unity javascript:

#pragma strict

var Movement : float;
var walkAcceleration : float = 1600;
var walkAccelAirRatio : float = 0.1;
var walkDeAcceleration : float = 0.3;
@HideInInspector
var walkDeAccelerationVolx : float;
@HideInInspector
var walkDeAccelerationVolz : float;

var cameraObject : GameObject;
var maxWalkSpeed : float = 10;
var horizontalMovement : Vector2;

var jumpVelocity : float = 240;
static var grounded : boolean = false;
var maxSlope : float = 60;

function Start () {

}

function Update () 
{
	Movement = horizontalMovement.x + horizontalMovement.y;
	
	horizontalMovement = 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;
	
	if(grounded){
	rigidbody.velocity.x = Mathf.SmoothDamp(rigidbody.velocity.x, 0, walkDeAccelerationVolx, walkDeAcceleration);
	rigidbody.velocity.z = Mathf.SmoothDamp(rigidbody.velocity.z, 0, walkDeAccelerationVolz, walkDeAcceleration);}
		
	
	transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent(MouseLookScript).currentYRotation, 0);

	if (grounded)
		rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * Time.deltaTime, 0, Input.GetAxis("Vertical") * walkAcceleration * Time.deltaTime);
	else
		rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * walkAccelAirRatio * Time.deltaTime, 0, Input.GetAxis("Vertical") * walkAcceleration * walkAccelAirRatio* Time.deltaTime);
    
    if (Input.GetButtonDown("Jump") && grounded)
    rigidbody.AddRelativeForce(Vector3.up * jumpVelocity);
        
}

function OnCollisionStay (collision : Collision)
{
    for (var contact : ContactPoint in collision.contacts)
    {
        if (Vector3.Angle(contact.normal, Vector3.up) < maxSlope)
        grounded = true;
    }
}
function OnCollisionExit ()
{
	grounded = false;
}

script in c#:

using UnityEngine;
using System.Collections;

public class PlayerMovementScript : MonoBehaviour {


public float Movement;
public float walkAcceleration = 1600f;
public float walkAccelAirRatio = 0.1f;
public float walkDeAcceleration = 0.3f;
[HideInInspector]
public float walkDeAccelerationVolx;
[HideInInspector]
public float walkDeAccelerationVolz;

public GameObject cameraObject;
public float maxWalkSpeed = 10f;
public Vector2 horizontalMovement;

public float jumpVelocity = 240f;
public static bool  grounded = false;
public float maxSlope = 60f;

void  Update (){
	Movement = horizontalMovement.x + horizontalMovement.y / 2;
	
	horizontalMovement = 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;
	
	if(grounded){
	float temp1x = Mathf.SmoothDamp(rigidbody.velocity.x, 0, ref walkDeAccelerationVolx, walkDeAcceleration);
	float temp2z = Mathf.SmoothDamp(rigidbody.velocity.z, 0, ref walkDeAccelerationVolz, walkDeAcceleration);
	rigidbody.velocity = new vector3(temp1x, rididbody.velocity.y,temp2z);}
		
	
	transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent<MouseLookScript>().currentYRotation, 0);

	if (grounded)
		rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * Time.deltaTime, 0, Input.GetAxis("Vertical") * walkAcceleration * Time.deltaTime);
	else
		rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * walkAccelAirRatio * Time.deltaTime, 0, Input.GetAxis("Vertical") * walkAcceleration * walkAccelAirRatio* Time.deltaTime);
    
    if (Input.GetButtonDown("Jump") && grounded)
    rigidbody.AddRelativeForce(Vector3.up * jumpVelocity);
        
}

void  OnCollisionStay ( Collision collision  ){
    foreach(ContactPoint contact in collision.contacts)
    {
        if (Vector3.Angle(contact.normal, Vector3.up) < maxSlope)

grounded = true;
}
}
void OnCollisionExit (){
grounded = false;
}
}

thanks in advance.

Havent tried in compiler but it should work.I have commented out the parts you have mistaken so you can see what i have changed.
hope this helps.

using UnityEngine;
using System.Collections;
 
public class PlayerMovementScript : MonoBehaviour {
 
 
public float Movement;
public float walkAcceleration = 1600f;
public float walkAccelAirRatio = 0.1f;
public float walkDeAcceleration = 0.3f;
[HideInInspector]
public float walkDeAccelerationVolx;
[HideInInspector]
public float walkDeAccelerationVolz;
 
public GameObject cameraObject;
public float maxWalkSpeed = 10f;
public Vector2 horizontalMovement;
 
public float jumpVelocity = 240f;
public static bool grounded = false;
public float maxSlope = 60f;
 
void Update (){
Movement = horizontalMovement.x + horizontalMovement.y / 2;
 
//horizontalMovement = Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
horizontalMovement = new Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
if(horizontalMovement.magnitude > maxWalkSpeed)
{
horizontalMovement = horizontalMovement.normalized;
horizontalMovement *= maxWalkSpeed;
}
rigidbody.velocity = new Vector3(horizontalMovement.x,horizontalMovement.y,rigidbody.velocity.z);
//rigidbody.velocity.x = horizontalMovement.x;
//rigidbody.velocity.z = horizontalMovement.y;
 
if(grounded){
float temp1x = Mathf.SmoothDamp(rigidbody.velocity.x, 0, ref walkDeAccelerationVolx, walkDeAcceleration);
float temp2z = Mathf.SmoothDamp(rigidbody.velocity.z, 0, ref walkDeAccelerationVolz, walkDeAcceleration);
rigidbody.velocity = new Vector3(temp1x, rididbody.velocity.y,temp2z);}
//rigidbody.velocity = new vector3(temp1x, rididbody.velocity.y,temp2z);}
 
 
transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent<MouseLookScript>().currentYRotation, 0);
 
if (grounded)
rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * Time.deltaTime, 0, Input.GetAxis("Vertical") * walkAcceleration * Time.deltaTime);
else
rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * walkAccelAirRatio * Time.deltaTime, 0, Input.GetAxis("Vertical") * walkAcceleration * walkAccelAirRatio* Time.deltaTime);
 
if (Input.GetButtonDown("Jump") && grounded)
rigidbody.AddRelativeForce(Vector3.up * jumpVelocity);
 
}