Clamp Z axis rotation

I want to limit the rotation of an object not to go out of bounds. Im currently doing that with

Quaternion newRot =  trParent.rotation * Quaternion.Euler(0, 0, Speed);
		if (newRot.eulerAngles.z > 80 && newRot.eulerAngles.z < 285 )
			return;

		trParent.rotation = trParent.rotation * Quaternion.Euler(0, 0, Speed);

How can i do that using Mathf.Clamp() ??

I think you can do somethings like that… but if your method works it’s maybe a good solution…

trParent.rotation = new Quaternion(trParent.rotation.x, trParent.rotation.y, Mathf.Clamp (trParent.rotation.z, 85, 285), trParent.rotation.w)

I hope this help…