Enemy is not chasing player. it is escaping.

Hello I writed some scripts but enemy is moving away from my character here is the scripts
I need this help so much I’m beginner I can’ solve this.

public abstract class Mover : Fighter
{
protected BoxCollider2D boxCollider;
protected Vector3 moveDelta;
protected RaycastHit2D hit;
protected float ySpeed = 0.75f;
protected float xSpeed = 1.0f;

    protected virtual void Start()
    {
         boxCollider = GetComponent<BoxCollider2D>();
    }

protected virtual void UpdateMotor(Vector3 input)
{
    // moveDelta'yı resetle
    moveDelta = new Vector3(input.x * xSpeed, input.y * ySpeed,0);

    // Karakterin yönünü nereye gittiğine göre ayarla
    if (moveDelta.x > 0)
    {
        transform.localScale = Vector3.one;
    }
    else if (moveDelta.x < 0)
    {
        transform.localScale = new Vector3(-1, 1, 1);
    }

    //Kutu varsa hareket etme kutu yoksa hareket et 

    hit = Physics2D.BoxCast(transform.position, boxCollider.size, 0, new Vector2(moveDelta.x, 0), Mathf.Abs(moveDelta.x * Time.deltaTime), LayerMask.GetMask("Creatures", "Blocking"));
    if (hit.collider == null)
    {
        // Karekterimizi hareket edelim
        transform.Translate(moveDelta.x * Time.deltaTime, 0, 0);
    }

public class Fighter : MonoBehaviour
{
public int hitpoint = 10;
public int maxHitpoint = 10;
public float pushRecoverySpeed = 0.2f;

protected float immuneTime = 1.0f;
protected float lastImmune;

protected Vector3 pushDirection;

//all fighters receive damage&die
protected virtual void ReceiveDamage(Damage dmg)
{
    if (Time.time - lastImmune > immuneTime)
    {

        lastImmune = Time.time;
        hitpoint -= dmg.damageAmount;
        pushDirection = (transform.position - dmg.origin).normalized * dmg.pushForce;

        GameManager.instance.ShowText(dmg.damageAmount.ToString(), 25, Color.red, transform.position, Vector3.up * 25, 1.7f);

        if (hitpoint > 0)
        {

        }
        if (hitpoint <= 0)
        {
            hitpoint = 0;
            Death();
        }
    }
} 
        
    
protected virtual void Death()
{

}

}

Try using -moveDelta.x, seeing that you code is behaving in the opposite of the intended manner