Synchronizing rotation between objects

I’m trying to modify the camera look script that I’m using so that the rotation of the player is matched up to the rotation of the camera when you move it around, but what I’ve tried so far doesn’t work. Any suggestions?

Here’s the code:

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

public class Cameramovement : MonoBehaviour
{
    private Rigidbody Rigid;

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;
    public float minimumX = -360F;
    public float maximumX = 360F;
    public float minimumY = -60F;
    public float maximumY = 60F;
    float rotationX = 0F;
    float rotationY = 0F;
    Quaternion originalRotation;
    //Find the "Player" object (I added)
    GameObject Player = GameObject.Find("Player");
    void Start()
    {


        // Make the rigid body not change rotation
        if (Rigid)
            Rigid.freezeRotation = true;
        originalRotation = transform.localRotation;
    }
    public static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360F)
            angle += 360F;
        if (angle > 360F)
            angle -= 360F;
        return Mathf.Clamp(angle, min, max);
    }


    void Update()
    {
        if (axes == RotationAxes.MouseXAndY)
        {
            // Read the mouse input axis
            rotationX += Input.GetAxis("Mouse X") * sensitivityX;
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationX = ClampAngle(rotationX, minimumX, maximumX);
            rotationY = ClampAngle(rotationY, minimumY, maximumY);
            Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
            Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
            transform.localRotation = originalRotation * xQuaternion * yQuaternion;
            //Set Player's rotation to that of the camera (I added)
            Player.transform.localRotation = yQuaternion;
        }
        else if (axes == RotationAxes.MouseX)
        {
            rotationX += Input.GetAxis("Mouse X") * sensitivityX;
            rotationX = ClampAngle(rotationX, minimumX, maximumX);
            Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
            transform.localRotation = originalRotation * xQuaternion;
        }
        else
        {
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = ClampAngle(rotationY, minimumY, maximumY);
            Quaternion yQuaternion = Quaternion.AngleAxis(-rotationY, Vector3.right);
            transform.localRotation = originalRotation * yQuaternion;
        }
    }

}

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