Cannot rotate 2Dobjects

First time coder attempting to make a 2D Tower Defense game. The enemies spawn, but do not rotate. In the tutorial I am learning from (https://www.raywenderlich.com/107529/unity-tower-defense-tutorial-part-2) they mention child sprites being apart of this while providing you with the enemies. I wanted to do this from the ground up and so here we are! Considering I have no error codes… I can’t figure it out!

using UnityEngine;
using System.Collections;

public class MoveEnemy_A : MonoBehaviour {


    [HideInInspector]
    public GameObject[] waypoints_A;
    private int currentWaypoint = 0;
    private float lastWaypointSwitchTime;
    public float speed = 1.0f;

    void Start()
    {
        lastWaypointSwitchTime = Time.time;
    }


    void Update() {
        transform.Translate (0, 0, Time.deltaTime * 1);



        //1
        Vector3 startPosition = waypoints_A [currentWaypoint].transform.position;
        Vector3 endPosition = waypoints_A [currentWaypoint + 1].transform.position;
        //2
        float pathLength = Vector3.Distance (startPosition, endPosition);
        float totalTimeForPath = pathLength / speed;
        float currentTimeOnPath = Time.time - lastWaypointSwitchTime;
        gameObject.transform.position = Vector3.Lerp (startPosition, endPosition, currentTimeOnPath / totalTimeForPath);
        //3
        if (gameObject.transform.position.Equals (endPosition)) {
            if (currentWaypoint < waypoints_A.Length - 2) {
                // 3.a
                currentWaypoint++;
                lastWaypointSwitchTime = Time.time;

                RotateIntoMoveDirection();

            } else {
                //3.b
                Destroy(gameObject);
                //TODO: deduct health
            }
        }
    }
    // rotate enemies

    private void RotateIntoMoveDirection() {
        //1
        Vector3 newStartPosition = waypoints_A [currentWaypoint].transform.position;
        Vector3 newEndPosition = waypoints_A [currentWaypoint + 1].transform.position;
        Vector3 newDirection = (newEndPosition - newStartPosition);
        //2
        float x = newDirection.x;
        float y = newDirection.y;
        float rotationAngle = Mathf.Atan2 (y, x) * 180 / Mathf.PI;
        //3
        GameObject sprite = (GameObject)
            gameObject.transform.FindChild("Sprite").gameObject;
        sprite.transform.rotation = 
            Quaternion.AngleAxis(rotationAngle, Vector3.forward);
    }

}

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