want to make a fixed rotation speed in Lerp no matter what the angle is

I’m working on a 2d Project and I’m New to rotations and Quaternoin,I want to make a fixed rotation speed in Lerp no matter what the angle is. Here is my code:

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

public class enemyScript : MonoBehaviour
{
    Rigidbody2D rb;
    [SerializeField] GameObject Bullet, Player, FireSpot;
    [SerializeField] float speed, Duration;
    Vector3 Direction;
    Quaternion Position;
    float time = 0;
    float Dot;

    void Start()
    {  
        rb = GetComponent<Rigidbody2D>();

        Position = transform.rotation;
        Dot = Mathf.Acos(Vector3.Dot(Vector3.right, Direction)) * Mathf.Rad2Deg;

    }

    void FixedUpdate()
    {
        transform.Translate(-Vector3.right * speed * Time.deltaTime);


        if (time > 1)
        {
            Position = transform.rotation;
            Dot = Mathf.Atan2(Direction.y, Direction.x) * Mathf.Rad2Deg;
            time = 0;
            print(Duration);
        }


        time += Time.deltaTime * Duration;

        Direction = Player.transform.position - transform.position;
        Debug.DrawRay(transform.position, Direction, Color.cyan);
        Direction.Normalize();


        transform.rotation = Quaternion.Lerp(Position, Quaternion.Euler(new Vector3(0, 0, Dot - 180)), time);     
    }        
}

hey there,

you basically just have to divide your Time.deltaTime * Duration by the total angle you want to cover.
So assuming that Dot is your total angle your calculation each frame is Time.deltaTime * Duration/Dot and it should work as you then have seconds * (angle/second) /angle in your units. Thus leading to no unit which is what you want.

angleDeg = Vector2.Angle(-transform.right,Direction);
time = Time.DeltaTime / (Duration/angleDeg);