how to make a sprite rotate to the place it's going

Hi everybody! I’m writing a very very basic program: a mouse that runs across the screen, bouncing on edges. I wrote this so far:

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

public class PredaControllerScript : MonoBehaviour
{
    public float movX, movY, alfa;
    public int maxV, minV;
    // Use this for initialization
    void Start()
    {
        minV = 5;
        maxV = 15;
        transform.position = new Vector3(0, 0, 0);
        changeDirection("Edge0");
    }

    void FixedUpdate()
    {
        GetComponent<Rigidbody2D>().velocity = new Vector2(movX, movY);
    }

    void changeDirection(string edge)
    {
        int rand;
        movX = Random.Range(minV, maxV);
        movY = Random.Range(minV, maxV);

        if (edge == "Edge0")
        {
            do
            {
                rand = Random.Range(-10, +10);
                if (rand > 0)
                    movX = -movX;
            } while (rand == 0);

            do
            {
                rand = Random.Range(-10, +10);
                if (rand > 0)
                    movY = -movY;
            } while (rand == 0);
        }   
        else if (edge == "Edge1")
        {
            do
            {
                rand = Random.Range(-10, +10);
                if (rand > 0)
                    movX = -movX;
            } while (rand == 0);

            movY = -movY;
        }
        else if (edge == "Edge2")
        {
            movX = movX;    //lol

            do
            {
                rand = Random.Range(-10, +10);
                if (rand > 0)
                    movY = -movY;
            } while (rand == 0);
        }
        else if (edge == "Edge3")
        {
            do
            {
                rand = Random.Range(-10, +10);
                if (rand > 0)
                    movX = -movX;
            } while (rand == 0);

            movY = movY;    //lol
        }
        else if (edge == "Edge4")
        {
            movX = -movX;

            do
            {
                rand = Random.Range(-10, +10);
                if (rand > 0)
                    movY = -movY;
            } while (rand == 0);
        }

        alfa = Mathf.Acos(movX / Mathf.Sqrt((movX * movX) + (movY * movY)));
        //transform.Rotate(0, 0, -GetComponent<Rigidbody2D>().rotation + alfa);
        GetComponent<Rigidbody2D>().rotation = alfa;
    }

    void OnCollisionEnter2D(Collision2D collision)
    {
            changeDirection(collision.gameObject.name);
    }

}

My mouse sprite has a Rigidbody2D and a CircleCollider2D.

When I launch the program the sprite runs across, but if I enabled the “freeze rotation” option in the rigidbody2D it will always have a direction of 0 degrees, and if I didn’t enable that option it will rotate randomly (following physical rules) in the screen. How can I do to make the mouse look in the direction he’s running?

Thank you in advance! bye!

PS: sorry for my English

Good day.

Via code, in the Update or LateUpdate, you can change its rotation to be what you desire.

Look some tutorials/manuals on how to do it, it’s very easy!

Bye!

Yes sorry, after i posted this answer I understood my problem: alfa angle was calculated in radiants, so I needed to convert it in degrees! Now it works! Thank you anyway! bye
Ale