```
private bool hitted = false;
private Vector3 hitPosition;

private void Test()
    {
        RaycastHit hit;

        if (Physics.Raycast(start.position, Vector3.left, out hit, 1.5f)
             || Physics.Raycast(start.position, Vector3.right, out hit, 1.5f)
             || Physics.Raycast(start.position, Vector3.forward, out hit, 1.5f))
        {
            if (hit.transform.tag == "Test")
            {
                hitted = true;
                hitPosition = hit.transform.localPosition;
            }
        }
    }

    private void Update()
    {
        if (hitted == true)
        {
            player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), 1 * Time.deltaTime); 
        }
    }

```

What i want to detect is when the player finished rotating and then set back hitted to false.