// -- Handle input and movement --
        float inputX = Input.GetAxis("Horizontal");
        if (inputX > 0)
        {
            transform.eulerAngles = new Vector3(0, 0, 0);
        }
        else if (inputX < 0)
        {
            transform.eulerAngles = new Vector3(0, 180, 0);
        }

        // Move
        if (!m_rolling )
            m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y);

        //Set AirSpeed in animator
        m_animator.SetFloat("AirSpeedY", m_body2d.velocity.y);

        // -- Handle Animations --
        //Wall Slide
        m_isWallSliding = (m_wallSensorR1.State() && m_wallSensorR2.State()) || (m_wallSensorL1.State() && m_wallSensorL2.State());
        m_animator.SetBool("WallSlide", m_isWallSliding);

        //Attack
         if(Input.GetMouseButtonDown(0) && m_timeSinceAttack > 0.25f && !m_rolling &&
            !m_animator.GetCurrentAnimatorStateInfo(0).IsName("Attack") )
        {
            PlaySound("ATTACK");
            m_currentAttack++;
            // Loop back to one after third attack
            if (m_currentAttack > 3)
                m_currentAttack = 1;

            // Reset Attack combo if time since last attack is too large
            if (m_timeSinceAttack > 1.0f)
                m_currentAttack = 1;

            // Call one of three attack animations "Attack1", "Attack2", "Attack3"
            m_animator.SetTrigger("Attack" + m_currentAttack);
              Collider2D[] collider2Ds = Physics2D.OverlapBoxAll ( pos.position , boxSize ,0);
          foreach (Collider2D collider in collider2Ds)
          {
              if(collider.tag == "Enemy")
              { collider.GetComponent<Enemy>() .TakeDamage(2); }  
          }



            // Reset timer
            m_timeSinceAttack = 0.0f;
        }
           
             // Swap direction of sprite depending on walk direction
        if (inputX > 0)
        {
            GetComponent<SpriteRenderer>().flipX = false;
            m_facingDirection = 1;
        }
           
        else if (inputX < 0)
        {
            GetComponent<SpriteRenderer>().flipX = true;
            m_facingDirection = -1;
         
        }
           





79312dfa6902f0e864afd19528d527038b39378ddd867e


케릭터가 좌우로 움직일때 히트박스는 y축 반전으로 바뀌면서 따라다니는데 케릭터가 오른쪽만 보고있는데 어케 수정해야하나요