I was making my character move and for some reason it doesnt face the correct direction, when i move right it faces back, left it faces front, ect

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
Rigidbody rb;
Animator animator;
bool isJumping = false;

[SerializeField] float movementSpeed = 6f;
[SerializeField] float jumpForce = 5f;

// Start is called before the first frame update
void Start()
{
    rb = GetComponent<Rigidbody>();
    animator = GetComponent<Animator>();
}

// Update is called once per frame
void Update()
{
    float horizontalInput = Input.GetAxis("Horizontal");
    float verticalInput = Input.GetAxis("Vertical");

    // Calculate the movement direction based on input
    Vector3 movementDirection = new Vector3(horizontalInput, 0f, verticalInput).normalized;

    if (movementDirection != Vector3.zero)
    {
        // Calculate the rotation angle based on the movement direction
        float targetAngle = Mathf.Atan2(movementDirection.x, movementDirection.z) * Mathf.Rad2Deg;

        // Rotate the player to face the target angle
        transform.rotation = Quaternion.Euler(0, targetAngle, 0);

        // Move the player in the specified direction
        rb.velocity = new Vector3(movementDirection.x * movementSpeed, rb.velocity.y, movementDirection.z * movementSpeed);

        // Set the "IsWalking" parameter in the animator to true
        animator.SetBool("IsWalking", true);
    }
    else
    {
        // Set the "IsWalking" parameter in the animator to false
        animator.SetBool("IsWalking", false);
    }

    if (Input.GetButtonDown("Jump") && !isJumping)
    {
        rb.velocity = new Vector3(rb.velocity.x, jumpForce, rb.velocity.z);

        // Set the "IsJumping" parameter in the animator to true
        animator.SetBool("IsJumping", true);
        isJumping = true;
    }
    else
    {
        // Set the "IsJumping" parameter in the animator to false
        animator.SetBool("IsJumping", false);
        isJumping = false;
    }
}

}