problem making Enemy AI change direction Ontrigger enter or OnCollision

I’m having a issue making a simple AI movement where I make the Object move to one point enter/ touch a collider then turn around to another point like a patrol pattern.

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

public class EnemyControls : MonoBehaviour {

// the game object which spawned us
//private SpiderMovemt SpiderCtrl;
//Used to control how fast the game object moves

[SerializeField] 
public float MoveSpeed;

[SerializeField]
public int MaxHit = 1;
public int CurHit;

// Use this for initialization
void Start () {
	
	//find the player  game object by name
	GameObject Player = GameObject.Find("Player");
	//Access the player ship's script component by type
	//SpiderCtrl = Player.GetComponent<SpiderMovemt>();
	Rigidbody2D rb2d = gameObject.GetComponent<Rigidbody2D>();

}

// Update is called once per frame
void FixedUpdate () {
	transform.Translate (-MoveSpeed * Time.deltaTime, 0, 0);
}
void OnTriggerEnter (Collider other){
	/* what type of object did we collide with?
	 * is this an enemy?*/
	if (other.tag == "PlayerProjectile") {
		Debug.Log ("Hit enemy!");
		//spawn particles effect on impact

		Destroy (gameObject);
	}
	//collides with player
		else if (other.tag == "Player") {
		Destroy (gameObject);
	}
	// hit the player's projectile?
	if (other.tag == "PlayerProjectile") {

		// a projectile instant kills us
		//Destroy(gameObject);

		if (CurHit >= MaxHit) {
			Destroy (gameObject);
		}
	}
	{
		//this is diffrent because I was trying somthing out but still didnt work 
		if (other.tag == "Left flipper") {
			GetComponent<Rigidbody2D> ().position = new Vector2 (GetComponent<Rigidbody2D> ().velocity.x, MoveSpeed);

		} else if (other.tag == "Right flipper") {
			transform.Translate (-MoveSpeed * Time.deltaTime, 0, 0);
		}
	}
}

}

I feel like it’s not registering the collider

Negate the objects speed in your OnTriggerEnter function. Here is a simplified script example:

private float m_Direction = 1;

public float MoveSpeed;

private void Update() {
    transform.Translate(MoveSpeed * m_Direction * Time.deltaTime, 0, 0);
}

private void OnTriggerEnter(Collider other) {
    if (other.tag == "Flipper")
        m_Direction *= -1;
}