Save Camera Rotation ERROR (HELP!!!!)

I need to save my camera rotation (from MouseLook.cs) I use this script :

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO; 

namespace UnityStandardAssets.Characters.FirstPerson
{
	
	public class QuickSave : MonoBehaviour 
	{ 
		public string fileName = "QuickSave";
		
		[System.Serializable]
		class PR
		{		
			public float MRX;
			public float MRY;
			
		}
		
		public void Save(){
			BinaryFormatter bf = new BinaryFormatter();
			FileStream file = new FileStream(Application.persistentDataPath +"/"+ "SaveFile", FileMode.Create);
			PR newData = new PR();
			newData.MRX=GetComponent<MouseLook>().xRot ;
			newData.MRY=GetComponent<MouseLook>().yRot ;
			bf.Serialize(file, newData);
			file.Close();
		}
		
		public void Load(){
			if (File.Exists(fileName)){
				BinaryFormatter bf = new BinaryFormatter();
				FileStream file = new FileStream(Application.persistentDataPath +"/"+ "SaveFile", FileMode.Open,FileAccess.Read);
				PR newData1 = (PR)bf.Deserialize(file);
				GetComponent<MouseLook>().xRot = newData1.MRX;
				GetComponent<MouseLook>().yRot = newData1.MRY;
				file.Close();
			}
		}
		
		void LateUpdate () {
			if (Input.GetKey (KeyCode.F5)) 
			{   
				Save();   
			} 
			if (Input.GetKey (KeyCode.F9)) 
			{   
				Load();   
			}
		}
	}
}

When I Save rotation I get ERROR:
ArgumentException: GetComponent requires that the requested component ‘MouseLook’ derives from MonoBehaviour or Component or is an interface.

When I Load rotation I get ERROR:
SerializationException: serializationStream supports seeking, but its length is 0

You need to declare the game object of where the MouseLook script is attached to.

Perhaps something like this:

public GameObject player; // Drag the game object that has MouseLook attached to it.

And add “player” right before all of your GetComponent.

For example:

newData.MRX = player.GetComponent<MouseLook>().xRot ;

player.GetComponent<MouseLook>().xRot = newData1.MRX;