I want to set a random rotation with Random.Range, but its adding constantly [2D]

Working on a 2D Top Down Shooter, in my Shoot method im ejecting casings from the bullet from an ejectPoint (basically an empty gameobject). To make it look a little bit better i wanted to rotate the ejectpoint so they dont get ejected in a straight line and it kind of works. The problem is, it doesnt set the rotation but rather keeps adding to the rotation.

 void Shoot()
    {
        GameObject bullet = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
        GameObject casing = Instantiate(casingPrefab, ejectPoint.position, Quaternion.Euler(0, 0, Random.Range(0.0f, 360.0f)));
        Rigidbody2D bulletrb = bullet.GetComponent<Rigidbody2D>();
        Rigidbody2D casingrb = casing.GetComponent<Rigidbody2D>();

        //add rotation for spread??

        float randomZ = Random.Range(10,20);

        ejectPoint.transform.Rotate(0, 0, randomZ);

        bulletrb.AddForce(firePoint.up * bulletForce, ForceMode2D.Impulse);
        casingrb.AddForce(ejectPoint.up * ejectForce, ForceMode2D.Impulse);
    }

Hi @Lord_Scio,

as you have recognized Transform.Rotate() adds to the current rotation. To actually rotate TO a certain angle, why not just set the euler angles, like this:

ejectPoint.transform.eulerAngles = new Vector3(0, 0, randomZ);

Hey @Klarzahs,

that works just how i wanted, thanks! Now i just need to adjust the values ^^