Speedometer rotation problem

Hello everybody. I am making a mobile car game, I would like to move the needle in the speedometer from 0 position to 180 position; representing the rotation of my phone . All what matter is to rotate the needle when the mobile rotate. Not necessary to represent the exact angle that the mobile rotated.All i need is the visual feedback, when start rotating the mobile clockwise, the needle should rotate clockwise, and vice versa when anticlockwise.
I got z rotation angle for the needle when pointing on 0, then the rotation angle when pointing on maximum value. and made a LERP between them, but the needle does not rotate ,here is the code:-

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

public class RotationControl : MonoBehaviour
{
    static float minAnlge = -43.0F;
    static float maxAngle = 222.0F;
    static RotationControl thisSpeedo;

    // Use this for initialization
    void Start()
    {
        thisSpeedo = this;
    }
    void Update()
    {
        //float ang = Mathf.LerpAngle(minAnlge, maxAngle, Time.time);
        
        //thisSpeedo.transform.Rotate (0, 0, ang);
        float z = Input.acceleration.x;
        for (float ang=-43;ang <= 222;  ang = Mathf.LerpAngle(minAnlge, maxAngle, Time.time)
) 
        {
            // if (z > 0)
            // {
              thisSpeedo.transform.eulerAngles = new Vector3 (0, 0, ang);
            //}
            //else if (z<0)
            // {
            //    thisSpeedo.transform.Rotate(0, 0, -ang);
            // }
        }

    }
}

try to dont do that on the for, use it on the update using your ang = Mathf.LerpAngle(currentAngle, angleYouWantToGo, time to achive currentAngle to angleYouWantToGo)