Wont flip bullet with player

So my bullets are suppose to flip when my player is looking the other direction.
This is how i’ve done it but somwhow it doesnt work, I’ve checked in debug so my player actually do get scale 0<… This is the script on the bullet

public class BulletDestroy : MonoBehaviour
{
public float speed;
public Movement player = FindObjectOfType();
void start()
{

    if (player.transform.localScale.x <0)
    { 
        speed = -speed;
    }
    

}

void FixedUpdate ()
{
    GetComponent<Rigidbody2D>().velocity = new Vector2(speed, GetComponent<Rigidbody2D>().velocity.y);

}
}

And heres the script for the movement/shooting and all that

using UnityEngine;
using System.Collections;

public class Movement : MonoBehaviour
{
public GameObject bullet;
public Transform firepoint;

void FixedUpdate()
{
    if (Input.GetKeyDown("space"))
    {
        FireBullet();
        anim.Play("Shoot");
    }
    if (GetComponent<Rigidbody2D>().velocity.x > 0)
    {
        transform.localScale = new Vector3(0.3f, 0.25f, 1f);
    }
    if (GetComponent<Rigidbody2D>().velocity.x < 0)
    {
        transform.localScale = new Vector3(-0.3f, 0.25f, 1f);
    }
}

public void FireBullet()
{
    //Clone of the bullet
    Rigidbody2D Clone;
    Clone = GetComponent<Rigidbody2D>();

    //spawning the bullet at position
    Clone = (Instantiate(bullet, firepoint.position, firepoint.rotation)) as Rigidbody2D;
}

}

For a start, don’t have the bullet choose it’s own facing. The bullet’s job is just to fly straight until it hits something. Make FireBullet() set the bullet’s velocity after instantiating it, and it will just keep going.

To get the sprite to flip, have FireBullet() add 180 degrees to firepoint.rotation if the player is facing -X.

as is a 2D sprite Unity added a field where you can flip X and/or Y on the SpriteRenderer Component.
Can be the other way around when flipping, depending on the sprite orientation.

if (GetComponent<Rigidbody2D>().velocity.x > 0)
     {
          GetComponent<SpriteRenderer>().flipX = false;
     }
     if (GetComponent<Rigidbody2D>().velocity.x < 0)
     {
          GetComponent<SpriteRenderer>().flipX = true;
     }

Same for Y flip value.