Player only fliping only from right to left not vice versa ?

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

public class PlayerController : MonoBehaviour
{

bool isGrounded = true;
public float speed = 5f;
Rigidbody2D rb;
private float moveAmount;
public float jumpSpeed;
private bool faceingRight = true;
// Use this for initialization
void Start()
{
    rb = GetComponent<Rigidbody2D>();
}

// Update is called once per frame
private void Update()
{
    moveAmount = Input.GetAxisRaw("Horizontal") * speed * Time.deltaTime;
}

private void FixedUpdate()
{
    
    rb.velocity = new Vector2(moveAmount,rb.velocity.y);
    if(moveAmount>0 && faceingRight ==false)
    {
        Flip();
    }
    else if(moveAmount<0 && faceingRight == true)
    {
        Flip();
    }
    Jump();
}

void Jump()
{
    if(isGrounded)
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            rb.AddForce(new Vector2(rb.velocity.x, jumpSpeed));
            isGrounded = false;
        }
        
    }
}

private void OnCollisionEnter2D(Collision2D collision)
{
    if(collision.gameObject.CompareTag("Ground"))
    {
        isGrounded = true;
        //rb.velocity = Vector2.zero;
    }
}

void Flip()
{
faceingRight = !faceingRight;
transform.eulerAngles = new Vector3(0,180,0);
}
}

You are setting the rotation to the same angle each time.

Try this;

    void Flip()
    {
        faceingRight = !faceingRight;

        var direction = faceingRight ? -180 : 180;

        transform.eulerAngles = new Vector3(0, direction, 0);
    }

Although, as this appears to be a 2D game, are you sure you don’t want to flip a sprite or negative the x scale?

Still can’t flip it from left to right