playerGraphics will not flip need help

pls help my charater playerGraphics won’t flip went you press back wards i check the code thousands of times

this is the error

NullReferenceException: Object reference not set to an instance of an object
PlatformerCharacter2D.Flip () (at Assets/Sample Assets/2D/Scripts/PlatformerCharacter2D.cs:78)

i am new to game making i see nothing wrong with the code to make the null ref
i know it is a null ref to the playerGraphics {which i called Graphics]

so here is the code

using UnityEngine;
public class PlatformerCharacter2D : MonoBehaviour
{
	bool facingRight = true; // For determining which way the player is currently facing.
	[SerializeField] float maxSpeed = 10f; // The fastest the player can travel in the x axis.
	[SerializeField] float jumpForce = 400f; // Amount of force added when the player jumps. 
	[Range(0, 1)]
	[SerializeField] float crouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
	[SerializeField] bool airControl = false; // Whether or not a player can steer while jumping;
	[SerializeField] LayerMask whatIsGround; // A mask determining what is ground to the character
	Transform groundCheck; // A position marking where to check if the player is grounded.
	float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
	bool grounded = false; // Whether or not the player is grounded.
	Transform ceilingCheck; // A position marking where to check for ceilings
	float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
	Animator anim; // Reference to the player’s animator component.
	Transform playerGraphics; // Reference to the graphics so we can change directions
	void Awake()
	{
		// Setting up references.
		groundCheck = transform.Find("GroundCheck");
		ceilingCheck = transform.Find("CeilingCheck");
		anim = GetComponent<Animator>();
		playerGraphics = transform.FindChild ("Graphics");
		if (playerGraphics = null){
			Debug.LogError ("Well crap the game isnt working sorry we cant find grapfics object as a child of the player");
		}
	}
	void FixedUpdate()
	{
		// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
		grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
		anim.SetBool("Ground", grounded);
		// Set the vertical animation
		anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
	}
	public void Move(float move, bool crouch, bool jump)
	{
		// If crouching, check to see if the character can stand up
		if(!crouch && anim.GetBool("Crouch"))
		{
			// If the character has a ceiling preventing them from standing up, keep them crouching
			if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
				crouch = true;
		}
		// Set whether or not the character is crouching in the animator
		anim.SetBool("Crouch", crouch);
		//only control the player if grounded or airControl is turned on
		if(grounded || airControl)
		{
			// Reduce the speed if crouching by the crouchSpeed multiplier
			move = (crouch ? move * crouchSpeed : move);
			// The Speed animator parameter is set to the absolute value of the horizontal input.
			anim.SetFloat("Speed", Mathf.Abs(move));
			// Move the character
			rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
			// If the input is moving the player right and the player is facing left…
			if(move > 0 && !facingRight)
				// … flip the player.
				Flip();
			// Otherwise if the input is moving the player left and the player is facing right…
			else if(move < 0 && facingRight)
				// … flip the player.
				Flip();
		}
		// If the player should jump…
		if (grounded && jump) {
			// Add a vertical force to the player.
			anim.SetBool("Ground", false);
			rigidbody2D.AddForce(new Vector2(0f, jumpForce));
		}
	}
	void Flip ()
	{
		// Switch the way the player is labelled as facing.
		facingRight = !facingRight;
		// Multiply the player’s x local scale by -1.
		Vector3 theScale = playerGraphics.localScale;
		theScale.x *= -1;
		playerGraphics.localScale = theScale;
	}
}

i see nothing wrong with it if you see pls help me

p.s can you sent the original platformercharater2d script thx

Use orignal script