Why does it keep saying "all compiler errors have to be fixed before you can enter playmode when i go to press Play?

Hi i am very new to unity and don’t know anything about scripting. I know what and where the compiler errors are but i just don’t know how to fix it. if u can make or know about a video about this please tell me what it is or you can just tell me an EASY way to fix it. these are the errors:
using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// → Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// → A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it’s transform.
/// - Add a MouseLook script to the camera.
/// → Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu(“Camera-Control/Mouse Look”)]
public class MouseLook : MonoBehaviour {

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 rotationY = 0F;

void Update ()
{
	if (axes == RotationAxes.MouseXAndY)
	{
		float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
		
		rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
		rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
		
		transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
	}
	else if (axes == RotationAxes.MouseX)
	{
		transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
	}
	else
	{
		rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
		rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
		
		transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
	}
}

void Start ()
{
	// Make the rigid body not change rotation
	if (rigidbody)
		rigidbody.freezeRotation = true;
}

}

Second error:
using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// → Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// → A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it’s transform.
/// - Add a MouseLook script to the camera.
/// → Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu(“Camera-Control/Mouse Look”)]
public class MouseLook : MonoBehaviour {

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 rotationY = 0F;

void Update ()
{
	if (axes == RotationAxes.MouseXAndY)
	{
		float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
		
		rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
		rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
		
		transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
	}
	else if (axes == RotationAxes.MouseX)
	{
		transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
	}
	else
	{
		rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
		rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
		
		transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
	}
}

void Start ()
{
	// Make the rigid body not change rotation
	if (rigidbody)
		rigidbody.freezeRotation = true;
}

}

Third error:
using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// → Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// → A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it’s transform.
/// - Add a MouseLook script to the camera.
/// → Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu(“Camera-Control/Mouse Look”)]
public class MouseLook : MonoBehaviour {

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 rotationY = 0F;

void Update ()
{
	if (axes == RotationAxes.MouseXAndY)
	{
		float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
		
		rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
		rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
		
		transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
	}
	else if (axes == RotationAxes.MouseX)
	{
		transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
	}
	else
	{
		rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
		rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
		
		transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
	}
}

void Start ()
{
	// Make the rigid body not change rotation
	if (rigidbody)
		rigidbody.freezeRotation = true;
}

}

It means you have an error in your code. If you open up the Console tab, you should see at least one message labelled in red. Those messages identify errors in your code that need fixing. The message “all compiler errors have to be fixed before you can enter playmode” is simply telling you that your code is not correct (in that it doesn’t make sense - after fixing it, it may still not do what you want). There is no easy fix for this other than finding the compiler errors in your code and fixing them.