Limiting Angle

I have this code that rotates a Steering Wheel on the screen. It works very well, but I want to limit it to 360 and -360.

public var texture : Texture2D = null; 
public var size : Vector2 = new Vector2(128, 128); 

private var angle : float = 0; 
private var pos : Vector2 = new Vector2(0, 0); 
private var rect : Rect; 
private var pivot : Vector2; 
private var rotating : boolean = false; 
private var initialMouseAngle : float; 

function Start() { 
    UpdateSettings(); 
} 

function UpdateSettings() { 
   pos = new Vector2(transform.localPosition.x, Screen.height - 110); 
   rect = new Rect(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f, size.x, size.y); 
   pivot = new Vector2(rect.xMin + rect.width * 0.5f, rect.yMin + rect.height * 0.5f); 
} 

function OnGUI() { 
   if (Application.isEditor) { UpdateSettings(); } 
    
    
   if(Input.touchCount > 0) {  
        var touch : Touch = Input.GetTouch(0); 
        var guiMouse : Vector2 = Vector2(touch.position.x, touch.position.y); 
        guiMouse.y = Screen.height - guiMouse.y; 
         
        if ((touch.phase == TouchPhase.Began)  rect.Contains(guiMouse)) { 
         var v2T : Vector2 = (guiMouse - pivot); 
         initialMouseAngle = Mathf.Atan2(v2T.y, v2T.x) - angle * Mathf.Deg2Rad; 
         rotating = true; 
        } 
        else if ((touch.phase == TouchPhase.Moved)  rotating) { 
         var v2T2 : Vector2 = (guiMouse - pivot); 
         angle = (Mathf.Atan2 (v2T2.y, v2T2.x) - initialMouseAngle)  * Mathf.Rad2Deg;     
         if(angle < 0) 
             angle += 360;  
         Debug.Log(angle); 
          
        } 
        else if ((touch.phase == TouchPhase.Ended)) { 
         rotating = false; 
         angle = 0; 
        } 
   } 
    
    
    var matrixBackup : Matrix4x4 = GUI.matrix; 
    GUIUtility.RotateAroundPivot(angle, pivot); 
    GUI.DrawTexture(rect, texture); 
    GUI.matrix = matrixBackup; 
}

The problem is that the angles while turning are always like this:

360 and -360 and 0 are all the same.

To make it simpler, you can convert the value to -180 → 0 (left), 0 → 180 (right), using simple maths

eg.
float steeringAngle = 240; //get this value from whereever you are getting it from.

float turnAngle = steeringAngle > 180 ? steeringAngle - 360.0f : steeringAngle;

this would give you: -120; (or left 120 degrees)

Im probably not really explaining this too well, but hopefully you get what im on about.