I made Character Controller class public but it says "character controller.facingRight" is not public.

using UnityEngine;
using System.Collections;

public class CharacterController : MonoBehaviour {


	public float maxSpeed = 10f;
	bool facingRight = true;

	Animator anim;

	bool grounded = false;
	public Transform groundCheck;
	float groundRadius = .1f;
	public LayerMask whatIsGround;
	public float jumpForce = 450f;

	void Start () 
	{
		anim = GetComponent<Animator>();
	}

	void FixedUpdate () {

		grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
		anim.SetBool ("Ground", grounded);

		anim.SetFloat ("vSpeed", GetComponent<Rigidbody2D> ().velocity.y); 

		if (!grounded)
			return;

	
		float move = Input.GetAxis ("Horizontal");

		anim.SetFloat ("Speed", Mathf.Abs (move));

		GetComponent<Rigidbody2D> ().velocity = new Vector2 (move * maxSpeed, GetComponent<Rigidbody2D> ().velocity.y);

		if (move > 0 && !facingRight)
			Flip ();
		else if (move < 0 && facingRight)
			Flip ();

	}

	void Update()
	{
		if(grounded && Input.GetKeyDown(KeyCode.Space))
		{
			anim.SetBool ("Ground", false);
			GetComponent<Rigidbody2D>().AddForce(new Vector2 (0, jumpForce));
		}
	}

	void Flip()

	{
		facingRight = !facingRight;
		Vector3 theScale = transform.localScale;
		theScale.x *= -1;
		transform.localScale = theScale;
	}

	
}

is my player controller script. and the following is my shooter script where i get the error:

using UnityEngine;
using System.Collections;

public class Shoot : MonoBehaviour {

	public Rigidbody2D Bullet;
	public float speed = 20f;
	public Transform ShotSpawn;
	public float fireRate;
	private float nextFire;

	public CharacterController PlayerControl;

	// Use this for initialization
	void Awake()

	{
		PlayerControl = transform.root.GetComponent<CharacterController> ();

	}

	void Update () {
	
		if (Input.GetButton ("Fire1") && Time.time > nextFire) {
			nextFire = Time.time + fireRate;
			
			if (PlayerControl.facingRight) {
				Rigidbody2D bulletInstance = Instantiate (Bullet, transform.position, Quaternion.Euler (new Vector3 (0, 0, 0))) as Rigidbody2D;
				bulletInstance.velocity = new Vector2 (speed, 0);
			} 
			else {
				Rigidbody2D bulletInstance = Instantiate (Bullet, transform.position, Quaternion.Euler (new Vector3 (0, 0, 180f))) as Rigidbody2D;
				bulletInstance.velocity = new Vector2 (-speed, 0);
			}
		}
	}
}

Change

bool facingRight = true;

to

public bool facingRight = true;