The easier solution will be creating two colliders. the first collider sense the player and tell the second collider the direction is sensed. 
the first collider code:
using UnityEngine;
using System.Collections;
public class mistake4Collider : MonoBehaviour {
public static bool collidedA;
void OnTriggerEnter(Collider other){
if (other.gameObject.CompareTag ("Player")) {
collidedA = true;
} else {
collidedA = false;
}
}
}
for second collider
using UnityEngine;
using System.Collections;
public class mistake4BCollider : MonoBehaviour {
bool ToggleGUI = false;
bool isCreated = false;
GameObject msg;
void OnTriggerEnter(Collider other){
if (other.gameObject.CompareTag ("Player")) {
if (mistake4Collider.collidedA == true){
ToggleGUI = true;
playerLives.lives -= 1;
}
}
}
void OnGUI(){
if (ToggleGUI == true) {
if(!isCreated){
GameObject msg = (GameObject)Instantiate(Resources.Load("GUI/Mistake4"));
isCreated = true;
}
}
}
}