Use a special struct for that purpose, like this:
public float xRotaion;
public float yRotation;
public float zRotation;
Sometimes it leads to confusuin when you get a Vector3 from quaternion and try to pass it to another method that accepts direction vector (Debug.DrawRay, for example).
One can forget, that this "vector" is not a vector, but just a structure for rotation that looks very similar to vector.
Quaternion.eulerAngles == rotation
Vector3 != rotation