7 deleted 3 characters in body
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You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T;

Then check whether the T is more than or equal to 1, if it is then the lerp has finished!.

private float LerpTime = 1.0f;
private float CurrentLerpingTime;
private float Speed = 0.025f;25f;

private void Update(){

   ......

   if(hitted == true){

      CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + (speed * Time.deltaTime));          

      t = CurrentLerpingTime / LerpTime;

      player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t);

      if(t >= 1){
        Debug.Log("Lerping Has Finished!");
      }
   }
}

You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T;

Then check whether the T is more than or equal to 1, if it is then the lerp has finished!.

private float LerpTime = 1.0f;
private float CurrentLerpingTime;
private float Speed = 0.025f;

private void Update(){

   ......

   if(hitted == true){

      CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + (speed * Time.deltaTime));          

      t = CurrentLerpingTime / LerpTime;

      player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t);

      if(t >= 1){
        Debug.Log("Lerping Has Finished!");
      }
   }
}

You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T;

Then check whether the T is more than or equal to 1, if it is then the lerp has finished!.

private float LerpTime = 1.0f;
private float CurrentLerpingTime;
private float Speed = 25f;

private void Update(){

   ......

   if(hitted == true){

      CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + (speed * Time.deltaTime));          

      t = CurrentLerpingTime / LerpTime;

      player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t);

      if(t >= 1){
        Debug.Log("Lerping Has Finished!");
      }
   }
}
6 added 19 characters in body
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You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T;

Then check whether the T is more than or equal to 1, if it is then the lerp has finished!.

private float LerpTime = 1.0f;
private float CurrentLerpingTime;
private float Speed = 0.025f;

private void Update(){

   ......

   if(hitted == true){

      CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + (speed * Time.deltaTime));          

      t = CurrentLerpingTime / LerpTime;

      player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t);

      if(t >= 1){
        Debug.Log("Lerping Has Finished!");
      }
   }
}

You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T;

Then check whether the T is more than or equal to 1, if it is then the lerp has finished!.

private float LerpTime = 1.0f;
private float CurrentLerpingTime;
private float Speed = 0.025f;

private void Update(){

   ......

   if(hitted == true){

      CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + speed);          

      t = CurrentLerpingTime / LerpTime;

      player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t);

      if(t >= 1){
        Debug.Log("Lerping Has Finished!");
      }
   }
}

You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T;

Then check whether the T is more than or equal to 1, if it is then the lerp has finished!.

private float LerpTime = 1.0f;
private float CurrentLerpingTime;
private float Speed = 0.025f;

private void Update(){

   ......

   if(hitted == true){

      CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + (speed * Time.deltaTime));          

      t = CurrentLerpingTime / LerpTime;

      player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t);

      if(t >= 1){
        Debug.Log("Lerping Has Finished!");
      }
   }
}
5 added 28 characters in body
source | link

You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T;

Then check whether the T is more than or equal to 1, if it is then the lerp has finished!.

private float LerpTime = 1.0f;
private float CurrentLerpingTime;
private float Speed = 0.025f;

private void Update(){ 

   ......

   if(hitted == true){

      CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + speed);          

      t = CurrentLerpingTime / LerpTime;

      player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t);

      if(t >= 1){
        Debug.Log("Lerping Has Finished!");
      }
   }
}

You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T;

Then check whether the T is more than or equal to 1, if it is then the lerp has finished!.

private float LerpTime = 1.0f;
private float CurrentLerpingTime;
private float Speed = 0.025f;

private void Update(){
   if(hitted == true){

      CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + speed);          

      t = CurrentLerpingTime / LerpTime;

      player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t);

      if(t >= 1){
        Debug.Log("Lerping Has Finished!");
      }
   }
}

You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T;

Then check whether the T is more than or equal to 1, if it is then the lerp has finished!.

private float LerpTime = 1.0f;
private float CurrentLerpingTime;
private float Speed = 0.025f;

private void Update(){ 

   ......

   if(hitted == true){

      CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + speed);          

      t = CurrentLerpingTime / LerpTime;

      player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t);

      if(t >= 1){
        Debug.Log("Lerping Has Finished!");
      }
   }
}
4 My first answer was about checking for Position Lerping, I corrected it to Quaternion.Lerp.
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3 deleted 5 characters in body
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2 Converting to string then comparing strings is weird.
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1
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