my character won't face left

i trying to create a game for android and for some reason my character simply will not face left. i’m guessing i need another set of eyes

void TouchInput()
{

    if (dead == false && state !="Hold")
    {
        //touch input
        if (Input.GetTouch(0).phase == TouchPhase.Began)
        {
            startpos = Input.GetTouch(0).position;
        }
        if (Input.GetTouch(0).phase == TouchPhase.Moved && state != "dashing" && Time.time - dashtimer > 3)
        {
            if (Input.GetTouch(0).position.x - startpos.x < -3.5f)
            {
                FL = true;
                state = "dashing";
                anim.SetBool("Dashing", true);
                dashtimer = Time.time + 0.5f;
                startpos = transform.position;
            }
            if(Input.GetTouch(0).position.x - startpos.x > 3.5f)
            {
                FL = false;
                state = "dashing";
                anim.SetBool("Dashing", true);
                dashtimer = Time.time + 0.5f;
                startpos = transform.position;
            }
        }

        if (Input.GetTouch(0).phase == TouchPhase.Began && state == "Grenade Out")
        {
            RaycastHit hit;
            Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
            Debug.Log(ray);
            if (Physics.Raycast(ray, out hit))
            {
                Debug.Log(hit);
                grenadeTP = hit.point;
            }
            Debug.Log(grenadeTP.x);
            anim.SetInteger("GrenadeS", 3);
            grenade = Instantiate(WhatToSpawn[3], WhereToSpawn[3].transform.position, Quaternion.identity) as GameObject;
            grenade.transform.parent = null;
            timer = Time.time + 1f;
            GrenadeOut = false;
            state = "NadeT";
        }
        if (Input.GetTouch (0).phase == TouchPhase.Ended && transform.position.x > startpos.x  && state != "dashing")
        {
            FL = true;
        }
        if (Input.GetTouch(0).phase == TouchPhase.Ended && startpos.x > transform.position.x && state != "dashing")
        {
            FL = false;
        }
    }
     
    }

she’s not pretty but what am i missing?

I see you telling your animator whether the player is dashing or not. I do not see you telling your animator whether you are facing left or not.