As we already know GetAxis() returns value betwen -1 and 1, so why not use it?
There’s no need for separate method!
private void Run() {
float moveDirection = CrossPlatformInputManager.GetAxis("Horizontal"); // value between -1 (left) and 1 (right)
myRigidBody.velocity = new Vector2(moveDirection * movingSpeed, myRigidBody.velocity.y); //multiply movement "direction" by speed
transform.localScale = new Vector2(Mathf.Sign(moveDirection), 1f); // use direction to flip the sprite
}