Need help with rotation (176225)

Hey guys, i need a bit of help with my code. I have a speed indicator that rotates based on the levers rotation that is acually the one giving speed to my object. I am stuck on a trivial thing and cant solv it because im a nab dev and have little to no help..

My code for the indicator is really simple:

public class Speedmeter: MonoBehaviour
{
    public Transform wheel;
	void Update ()
    {
        transform.localRotation = Quaternion.Inverse(wheel.localRotation);
    }
}

So what i’m doing here is just applying the rotation but in inverse.. just what i want.. but the thing is i dont want it to rotate the full 360 (340 in my case). I try’ed doing something like: ↓↓↓

transform.localRotation = Quaternion.Inverse(wheel.localRotation) * 0.1f;

but it cant be done (duh).. so can anyone teach me how i can limit the rotation of my speedmeter or tell it to rotate just by some percentage of the wheel?

Actually DID IT!

Here is the code, if anyone ever gets stuck and needs help with this… i just assigned a new float that multiplies the angle value, hope it helps someone one day.

public class Brzinomjer : MonoBehaviour
{
    public Transform wheel;
    float yAngle;
    float newAngle;
	
	void Update ()
    {
        yAngle = wheel.transform.eulerAngles.y;
        newAngle = yAngle * 0.5f;

        transform.localRotation =  Quaternion.Inverse(Quaternion.Euler(0, newAngle, 0));
    }
}