How to flip my Wallhack in the inverted position

Hello, I would like to know if it is possible to add a second selection “Walk Check Collider” for the left of my character or to rotate it to the left when it looks to the left? I have surrounded you with the elements in question and underlined in the script that it corresponds to the element! Can you mark me the solution? Thank you

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public ParticleSystem dust;

    public float moveSpeed;
    public float climbSpeed;
    public float jumpForce;

    private bool isJumping;
    private bool isGrounded;
    [HideInInspector]
    public bool isClimbing;
    bool isSlinding;

    public Transform groundCheck;
    public float groundCheckRadius;
    public LayerMask collisionLayers;
    __[B]public Transform wallCheckCollider;
    public LayerMask wallLayer;
    const float wallCheckRadius = 0.2f;
    [SerializeField] float slideFactor = 0.2f;[/B]__

    public Rigidbody2D rb;
    public Animator animator;
    public SpriteRenderer spriteRenderer;
    public CapsuleCollider2D playerCollider;

    private Vector3 velocity = Vector3.zero;
    private float horizontalMovement;
    private float verticalMovement;



    public static PlayerMovement instance;

    private void Awake()
    {
        if (instance != null)
        {
            Debug.LogWarning("Il y a plus d'une instance de PlayerMovement dans la scène");
            return;
        }

        instance = this;
    }

    void Update()
    {

        animator.SetFloat("yVelocity", rb.velocity.y);

        CreateDust();
        horizontalMovement = Input.GetAxis("Horizontal") * moveSpeed * Time.fixedDeltaTime;
        verticalMovement = Input.GetAxis("Vertical") * climbSpeed * Time.fixedDeltaTime;

        if (Input.GetButtonDown("Jump") && isGrounded && !isClimbing)
        {
            isJumping = true;
            animator.SetBool("Jump", true);
        }

        Flip(rb.velocity.x);

        float characterVelocity = Mathf.Abs(rb.velocity.x);
       
        animator.SetFloat("Speed", characterVelocity);
        animator.SetBool("isClimbing", isClimbing);

       
       __[B] WallCheck();[/B]__
       

    }

    void FixedUpdate()
    {
       
        isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, collisionLayers);
        MovePlayer(horizontalMovement, verticalMovement);
       

        animator.SetBool("Jump", !isGrounded);
    }

   [B]__ void WallCheck()
    {


        if (Physics2D.OverlapCircle(wallCheckCollider.position,  wallCheckRadius, wallLayer)
            && Mathf.Abs(horizontalMovement) > 1
            && rb.velocity.y < 0
            && !isGrounded)
            {
           

            Debug.Log("SLIDE");
            Vector2 v = rb.velocity;
            v.y = -slideFactor;
            rb.velocity = v;
            isSlinding = true;

            if(Input.GetButtonDown("Jump"))
            {
                rb.AddForce(new Vector2(0f, jumpForce));
            }
        }
        else
        {
            isSlinding = false;
            Debug.Log("NOT SLINDING");
        }
    }__[/B]

    void MovePlayer(float _horizontalMovement, float _verticalMovement)
    {
        if (!isClimbing)
        {
            Vector3 targetVelocity = new Vector2(_horizontalMovement, rb.velocity.y);
            rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVelocity, ref velocity, .05f);

            if (isJumping)
            {
                rb.AddForce(new Vector2(0f, jumpForce));
                isJumping = false;
            }
        }
        else
        {
           
            Vector3 targetVelocity = new Vector2(0, _verticalMovement);
            rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVelocity, ref velocity, .05f);
        }


    }

    void Flip(float _velocity)
    {
        CreateDust();
        if (_velocity > 0.1f)
        {
            spriteRenderer.flipX = false;
        }else if(_velocity < -0.1f)
        {
            spriteRenderer.flipX = true;
        }
    }

    private void OnDrawGizmos()
    {
        Gizmos.color = Color.red;
        Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);

        animator.SetBool("Jump", !isGrounded);
    }
    void CreateDust()
    {
        dust.Play();
    }


}

Yes.

How please? ^^

It actually does not help at all if you:

because our job is not to

That’s now how this scripting forum works, sorry.

Crack open some youtube tutorials on whatever on earth you are trying to do and get busy.

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220