rotation problem alert

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

public class SnakeMovement : MonoBehaviour
{
    public List<Transform> bodyParts = new List<Transform>();
    public float speed = 3f;
    public float currentRotation = 0f;
    public float rorationSensivity = 150f;
    [Range(0f,1f)]
    public float smoothTime = 0.5f;

    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKey(KeyCode.A))
        {
            currentRotation += rorationSensivity * Time.deltaTime;
        }
        if (Input.GetKey(KeyCode.D))
        {
            currentRotation -= rorationSensivity * Time.deltaTime;
        }
    }
    private void FixedUpdate()
    {
        MoveForward();
        Rotation();
        cameraFollow();
    }
    void MoveForward()
    {
        transform.position += transform.up * speed * Time.deltaTime;
    }
    void Rotation()
    {
        transform.rotation = Quaternion.Euler(new Vector3(transform.rotation.x, transform.rotation.y, currentRotation));
    }
    void cameraFollow()
    {
        Transform camera = GameObject.FindGameObjectWithTag("MainCamera").gameObject.transform;
        Vector3 cameraVelocity = Vector3.zero;
        camera.position = Vector3.SmoothDamp(camera.position, new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, -10), ref cameraVelocity, smoothTime);
    }
}

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

public class SnakeBody : MonoBehaviour
{
    private Vector3 movementVelocity;

    [Range(0f, 1f)]
    public float overTime = 0.5f;

    private int myOrder;
    private Transform head;
    void Start()
    {
        transform.rotation = Quaternion.identity;
        head = GameObject.FindGameObjectWithTag("Player").gameObject.transform;
        for (int i = 0; i < head.GetComponent<SnakeMovement>().bodyParts.Count; i++)
        {
            if (gameObject == head.GetComponent<SnakeMovement>().bodyParts*.gameObject)*

{
myOrder = i;
}
}
}

void Update()
{
}
private void FixedUpdate()
{
if (myOrder == 0)
{
transform.position = Vector3.SmoothDamp(transform.position, head.position, ref movementVelocity, overTime);
transform.LookAt(head.transform.position);
}
else
{
transform.position = Vector3.SmoothDamp(transform.position, head.GetComponent().bodyParts[myOrder - 1].position, ref movementVelocity, overTime);
transform.LookAt(head.transform.position);
}
}
}

trying to create snake game
when i add script to the body snake, its rotating to 90 by y axis, and on the game screen i didnt see the sprite …where is the problem in this code?

how to fix it