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--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs	
+++ /dev/null
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-using System;
-using UnityEngine;
-using UnitySampleAssets.CrossPlatformInput.PlatformSpecific;
-
-
-namespace UnitySampleAssets.CrossPlatformInput
-{
-    public static class CrossPlatformInputManager
-    {
-        private static VirtualInput virtualInput;
-
-
-        static CrossPlatformInputManager()
-        {
-#if MOBILE_INPUT
-            virtualInput = new MobileInput ();
-#else
-            virtualInput = new StandaloneInput();
-#endif
-        }
-
-
-        public static void RegisterVirtualAxis(VirtualAxis axis)
-        {
-            virtualInput.RegisterVirtualAxis(axis);
-        }
-
-
-        public static void RegisterVirtualButton(VirtualButton button)
-        {
-            virtualInput.RegisterVirtualButton(button);
-        }
-
-
-        public static void UnRegisterVirtualAxis(string _name)
-        {
-            if (_name == null)
-            {
-                throw new ArgumentNullException("_name");
-            }
-            virtualInput.UnRegisterVirtualAxis(_name);
-        }
-
-
-        public static void UnRegisterVirtualButton(string name)
-        {
-            virtualInput.UnRegisterVirtualButton(name);
-        }
-
-
-        // returns a reference to a named virtual axis if it exists otherwise null
-        public static VirtualAxis VirtualAxisReference(string name)
-        {
-            return virtualInput.VirtualAxisReference(name);
-        }
-
-
-        // returns the platform appropriate axis for the given name
-        public static float GetAxis(string name)
-        {
-            return GetAxis(name, false);
-        }
-
-
-        public static float GetAxisRaw(string name)
-        {
-            return GetAxis(name, true);
-        }
-
-
-        // private function handles both types of axis (raw and not raw)
-        private static float GetAxis(string name, bool raw)
-        {
-            return virtualInput.GetAxis(name, raw);
-        }
-
-
-        // -- Button handling --
-        public static bool GetButton(string name)
-        {
-            return virtualInput.GetButton(name);
-        }
-
-
-        public static bool GetButtonDown(string name)
-        {
-            return virtualInput.GetButtonDown(name);
-        }
-
-
-        public static bool GetButtonUp(string name)
-        {
-            return virtualInput.GetButtonUp(name);
-        }
-
-
-        public static void SetButtonDown(string name)
-        {
-            virtualInput.SetButtonDown(name);
-        }
-
-
-        public static void SetButtonUp(string name)
-        {
-            virtualInput.SetButtonUp(name);
-        }
-
-
-        public static void SetAxisPositive(string name)
-        {
-            virtualInput.SetAxisPositive(name);
-        }
-
-
-        public static void SetAxisNegative(string name)
-        {
-            virtualInput.SetAxisNegative(name);
-        }
-
-
-        public static void SetAxisZero(string name)
-        {
-            virtualInput.SetAxisZero(name);
-        }
-
-
-        public static void SetAxis(string name, float value)
-        {
-            virtualInput.SetAxis(name, value);
-        }
-
-
-        public static Vector3 mousePosition
-        {
-            get { return virtualInput.MousePosition(); }
-        }
-
-
-        public static void SetVirtualMousePositionX(float f)
-        {
-            virtualInput.SetVirtualMousePositionX(f);
-        }
-
-
-        public static void SetVirtualMousePositionY(float f)
-        {
-            virtualInput.SetVirtualMousePositionY(f);
-        }
-
-
-        public static void SetVirtualMousePositionZ(float f)
-        {
-            virtualInput.SetVirtualMousePositionZ(f);
-        }
-
-
-        // virtual axis and button classes - applies to mobile input
-        // Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation.
-        // Could also be implemented by other input devices - kinect, electronic sensors, etc
-        public class VirtualAxis
-        {
-            public string name { get; private set; }
-            private float m_Value;
-            public bool matchWithInputManager { get; private set; }
-
-
-            public VirtualAxis(string name) : this(name, true)
-            {
-            }
-
-
-            public VirtualAxis(string name, bool matchToInputSettings)
-            {
-                this.name = name;
-                matchWithInputManager = matchToInputSettings;
-                RegisterVirtualAxis(this);
-            }
-
-
-            // removes an axes from the cross platform input system
-            public void Remove()
-            {
-                UnRegisterVirtualAxis(name);
-            }
-
-
-            // a controller gameobject (eg. a virtual thumbstick) should update this class
-            public void Update(float value)
-            {
-                m_Value = value;
-            }
-
-
-            public float GetValue
-            {
-                get { return m_Value; }
-            }
-
-
-            public float GetValueRaw
-            {
-                get { return m_Value; }
-            }
-        }
-
-        // a controller gameobject (eg. a virtual GUI button) should call the
-        // 'pressed' function of this class. Other objects can then read the
-        // Get/Down/Up state of this button.
-        public class VirtualButton
-        {
-            public string name { get; private set; }
-            private int lastPressedFrame = -5;
-            private int releasedFrame = -5;
-            private bool pressed;
-            public bool matchWithInputManager { get; private set; }
-
-
-            public VirtualButton(string name) : this(name, true)
-            {
-            }
-
-
-            public VirtualButton(string name, bool matchToInputSettings)
-            {
-                this.name = name;
-                matchWithInputManager = matchToInputSettings;
-              //  RegisterVirtualButton(this);
-            }
-
-
-            // A controller gameobject should call this function when the button is pressed down
-            public void Pressed()
-            {
-                if (pressed)
-                {
-                    return;
-                }
-                pressed = true;
-                lastPressedFrame = Time.frameCount;
-            }
-
-
-            // A controller gameobject should call this function when the button is released
-            public void Released()
-            {
-                pressed = false;
-                releasedFrame = Time.frameCount;
-            }
-
-
-            // the controller gameobject should call Remove when the button is destroyed or disabled
-            public void Remove()
-            {
-                UnRegisterVirtualButton(name);
-            }
-
-
-            // these are the states of the button which can be read via the cross platform input system
-            public bool GetButton
-            {
-                get { return pressed; }
-            }
-
-
-            public bool GetButtonDown
-            {
-                get
-                {
-                    return lastPressedFrame - Time.frameCount == 0;
-                }
-            }
-
-
-            public bool GetButtonUp
-            {
-                get
-                {
-                    return (releasedFrame == Time.frameCount - 0);
-                }
-            }
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta
deleted file mode 100644
index 3bc8b7ac5477373bf9cc9265545d5f7e4ec3a0dc..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta
deleted file mode 100644
index 66de94594265fe24a53a17fe43fa8739cf22c210..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta	
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 8c72780261c377a46a662dcf8505b28f
-folderAsset: yes
-DefaultImporter:
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs
deleted file mode 100644
index 175464fb675bfb2ac4adafec5ec9b1eb68acf415..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs	
+++ /dev/null
@@ -1,135 +0,0 @@
-using UnityEditor;
-using System.Collections.Generic;
-
-namespace UnitySampleAssets.CrossPlatformInput.Inspector
-{
-    [InitializeOnLoad]
-    public class CrossPlatformInitialize
-    {
-        // Custom compiler defines:
-        //
-        // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
-        // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
-        // MOBILE_INPUT : denotes that mobile input should be used right now!
-
-        static CrossPlatformInitialize()
-        {
-            var defines = GetDefinesList(buildTargetGroups[0]);
-            if (!defines.Contains("CROSS_PLATFORM_INPUT"))
-            {
-                SetEnabled("CROSS_PLATFORM_INPUT", true, false);
-                SetEnabled("MOBILE_INPUT", true, true);
-            }
-        }
-
-
-        [MenuItem("Mobile Input/Enable")]
-        private static void Enable()
-        {
-            SetEnabled("MOBILE_INPUT", true, true);
-            switch (EditorUserBuildSettings.activeBuildTarget)
-            {
-                case BuildTarget.Android:
-                case BuildTarget.iOS:
-                case BuildTarget.WSAPlayer:
-                    EditorUtility.DisplayDialog("Mobile Input",
-                                                "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
-                                                "OK");
-                    break;
-
-                default:
-                    EditorUtility.DisplayDialog("Mobile Input",
-                                                "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
-                                                "OK");
-                    break;
-            }
-        }
-
-
-        [MenuItem("Mobile Input/Enable", true)]
-        private static bool EnableValidate()
-        {
-            var defines = GetDefinesList(mobileBuildTargetGroups[0]);
-            return !defines.Contains("MOBILE_INPUT");
-        }
-
-
-        [MenuItem("Mobile Input/Disable")]
-        private static void Disable()
-        {
-            SetEnabled("MOBILE_INPUT", false, true);
-            switch (EditorUserBuildSettings.activeBuildTarget)
-            {
-                case BuildTarget.Android:
-                case BuildTarget.iOS:
-                case BuildTarget.WSAPlayer:
-                    EditorUtility.DisplayDialog("Mobile Input",
-                                                "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
-                                                "OK");
-                    break;
-            }
-        }
-
-
-        [MenuItem("Mobile Input/Disable", true)]
-        private static bool DisableValidate()
-        {
-            var defines = GetDefinesList(mobileBuildTargetGroups[0]);
-            return defines.Contains("MOBILE_INPUT");
-        }
-
-
-        private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
-            {
-                BuildTargetGroup.Standalone,
-                BuildTargetGroup.WebGL,
-                BuildTargetGroup.Android,
-                BuildTargetGroup.iOS,
-                BuildTargetGroup.WSA,
-            };
-
-        private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
-            {
-                BuildTargetGroup.Android,
-                BuildTargetGroup.iOS,
-                BuildTargetGroup.WSA,
-            };
-
-
-        private static void SetEnabled(string defineName, bool enable, bool mobile)
-        {
-            //Debug.Log("setting "+defineName+" to "+enable);
-            foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
-            {
-                var defines = GetDefinesList(group);
-                if (enable)
-                {
-                    if (defines.Contains(defineName))
-                    {
-                        return;
-                    }
-                    defines.Add(defineName);
-                }
-                else
-                {
-                    if (!defines.Contains(defineName))
-                    {
-                        return;
-                    }
-                    while (defines.Contains(defineName))
-                    {
-                        defines.Remove(defineName);
-                    }
-                }
-                string definesString = string.Join(";", defines.ToArray());
-                PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
-            }
-        }
-
-
-        private static List<string> GetDefinesList(BuildTargetGroup group)
-        {
-            return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta
deleted file mode 100644
index 818f03cf77e84c529b1cb4236a1e00f3f6981bfe..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: db7667203062c644ea1877077e30ebd6
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs
deleted file mode 100644
index dc99b6168f920f588ee159e6e5d6a75e92daaba4..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs	
+++ /dev/null
@@ -1,101 +0,0 @@
-using UnityEngine;
-using UnityEngine.EventSystems;
-using UnitySampleAssets.CrossPlatformInput;
-
-public class Joystick : MonoBehaviour , IPointerUpHandler , IPointerDownHandler , IDragHandler {
-
-    public int MovementRange = 100;
-
-    public enum AxisOption
-    {                                                    // Options for which axes to use                                                     
-        Both,                                                                   // Use both
-        OnlyHorizontal,                                                         // Only horizontal
-        OnlyVertical                                                            // Only vertical
-    }
-
-    public AxisOption axesToUse = AxisOption.Both;   // The options for the axes that the still will use
-    public string horizontalAxisName = "Horizontal";// The name given to the horizontal axis for the cross platform input
-    public string verticalAxisName = "Vertical";    // The name given to the vertical axis for the cross platform input 
-
-    private Vector3 startPos;
-    private bool useX;                                                          // Toggle for using the x axis
-    private bool useY;                                                          // Toggle for using the Y axis
-    private CrossPlatformInputManager.VirtualAxis horizontalVirtualAxis;               // Reference to the joystick in the cross platform input
-    private CrossPlatformInputManager.VirtualAxis verticalVirtualAxis;                 // Reference to the joystick in the cross platform input
-      
-    void OnEnable () {
-
-        startPos = transform.position;
-        CreateVirtualAxes ();
-    }
-
-    private void UpdateVirtualAxes (Vector3 value) {
-
-        var delta = startPos - value;
-        delta.y = -delta.y;
-        delta /= MovementRange;
-        if(useX)
-        horizontalVirtualAxis.Update (-delta.x);
-
-        if(useY)
-        verticalVirtualAxis.Update (delta.y);
-
-    }
-
-    private void CreateVirtualAxes()
-    {
-        // set axes to use
-        useX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
-        useY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
-
-        // create new axes based on axes to use
-        if (useX)
-            horizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
-        if (useY)
-            verticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
-    }
-
-
-    public  void OnDrag(PointerEventData data) {
-
-        Vector3 newPos = Vector3.zero;
-
-        if (useX) {
-            int delta = (int) (data.position.x - startPos.x);
-            delta = Mathf.Clamp(delta,  - MovementRange,  MovementRange);
-            newPos.x = delta;
-        }
-
-        if (useY)
-        {
-            int delta = (int)(data.position.y - startPos.y);
-            delta = Mathf.Clamp(delta, -MovementRange,  MovementRange);
-            newPos.y = delta;
-        }
-        transform.position = new Vector3(startPos.x + newPos.x , startPos.y + newPos.y , startPos.z + newPos.z);
-        UpdateVirtualAxes (transform.position);
-    }
-
-
-    public  void OnPointerUp(PointerEventData data)
-    {
-        transform.position = startPos;
-        UpdateVirtualAxes (startPos);
-    }
-
-
-    public  void OnPointerDown (PointerEventData data) {
-    }
-
-    void OnDisable () {
-        // remove the joysticks from the cross platform input
-        if (useX)
-        {
-            horizontalVirtualAxis.Remove();
-        }
-        if (useY)
-        {
-            verticalVirtualAxis.Remove();
-        }
-    }
-}
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta
deleted file mode 100644
index da00025661509cf460cd8b89db93541fdc418628..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 00c3c865782347f41b6358d9fba14b48
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs
deleted file mode 100644
index db4af85703b737c66e52314efc2932d1a81a5556..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs	
+++ /dev/null
@@ -1,84 +0,0 @@
-#if UNITY_EDITOR
-using UnityEditor;
-#endif
-using UnityEngine;
-
-
-namespace UnityStandardAssets.CrossPlatformInput
-{
-    [ExecuteInEditMode]
-    public class MobileControlRig : MonoBehaviour
-#if UNITY_EDITOR
-        , UnityEditor.Build.IActiveBuildTargetChanged
-#endif
-    {
-        // this script enables or disables the child objects of a control rig
-        // depending on whether the USE_MOBILE_INPUT define is declared.
-
-        // This define is set or unset by a menu item that is included with
-        // the Cross Platform Input package.
-
-
-#if !UNITY_EDITOR
-	void OnEnable()
-	{
-		CheckEnableControlRig();
-	}
-#else
-        public int callbackOrder
-        {
-            get
-            {
-                return 1;
-            }
-        }
-#endif
-
-
-#if UNITY_EDITOR
-
-        private void OnEnable()
-        {
-            EditorApplication.update += Update;
-        }
-
-
-        private void OnDisable()
-        {
-            EditorApplication.update -= Update;
-        }
-
-
-        private void Update()
-        {
-            CheckEnableControlRig();
-        }
-#endif
-
-
-        private void CheckEnableControlRig()
-        {
-#if MOBILE_INPUT
-		EnableControlRig(true);
-#else
-            EnableControlRig(false);
-#endif
-        }
-
-
-        private void EnableControlRig(bool enabled)
-        {
-            foreach (Transform t in transform)
-            {
-                t.gameObject.SetActive(enabled);
-            }
-        }
-
-#if UNITY_EDITOR
-        public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
-        {
-            CheckEnableControlRig();
-        }
-#endif
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta
deleted file mode 100644
index 691261d8f8dde1860525e3360b8e878d8e962b5d..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 71398ce7fbc3a5b4fa50b50bd54317a7
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta
deleted file mode 100644
index 6797e904c7e80a14bbdf9d62b70008b2900cf2bf..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta	
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: f3f33f034733d9f4f9d439d80e26bdce
-folderAsset: yes
-DefaultImporter:
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs
deleted file mode 100644
index 61738c6398ee53e43c98d55cf504a32be61380e9..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs	
+++ /dev/null
@@ -1,124 +0,0 @@
-using UnityEngine;
-
-namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific
-{
-    public class MobileInput : VirtualInput
-    {
-        private void AddButton(string name)
-        {
-            // we have not registered this button yet so add it, happens in the constructor
-            CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name));
-        }
-
-
-        private void AddAxes(string name)
-        {
-            // we have not registered this button yet so add it, happens in the constructor
-            CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name));
-        }
-
-
-        public override float GetAxis(string name, bool raw)
-        {
-            return virtualAxes.ContainsKey(name) ? virtualAxes[name].GetValue : 0;
-        }
-
-
-        public override void SetButtonDown(string name)
-        {
-            if (!virtualButtons.ContainsKey(name))
-            {
-                AddButton(name);
-            }
-            virtualButtons[name].Pressed();
-        }
-
-
-        public override void SetButtonUp(string name)
-        {
-            virtualButtons[name].Released();
-        }
-
-
-        public override void SetAxisPositive(string name)
-        {
-            if (!virtualAxes.ContainsKey(name))
-            {
-                AddAxes(name);
-            }
-            virtualAxes[name].Update(1f);
-        }
-
-
-        public override void SetAxisNegative(string name)
-        {
-            if (!virtualAxes.ContainsKey(name))
-            {
-                AddAxes(name);
-            }
-            virtualAxes[name].Update(-1f);
-        }
-
-
-        public override void SetAxisZero(string name)
-        {
-            if (!virtualAxes.ContainsKey(name))
-            {
-                AddAxes(name);
-            }
-            virtualAxes[name].Update(0f);
-        }
-
-
-        public override void SetAxis(string name, float value)
-        {
-            if (!virtualAxes.ContainsKey(name))
-            {
-                AddAxes(name);
-            }
-            virtualAxes[name].Update(value);
-        }
-
-
-        public override bool GetButtonDown(string name)
-        {
-            if (virtualButtons.ContainsKey(name))
-            {
-                return virtualButtons[name].GetButtonDown;
-            }
-
-            AddButton(name);
-            return virtualButtons[name].GetButtonDown;
-        }
-
-
-        public override bool GetButtonUp(string name)
-        {
-            if (virtualButtons.ContainsKey(name))
-            {
-                return virtualButtons[name].GetButtonUp;
-            }
-
-            AddButton(name);
-            return virtualButtons[name].GetButtonUp;
-        }
-
-
-        public override bool GetButton(string name)
-        {
-            if (virtualButtons.ContainsKey(name))
-            {
-                return virtualButtons[name].GetButton;
-            }
-
-            AddButton(name);
-            return virtualButtons[name].GetButton;
-        }
-
-
-        public override Vector3 MousePosition()
-        {
-            return virtualMousePosition;
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta
deleted file mode 100644
index 279fec3eb588474098fcbd76ee0f3ed4186be0be..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 9703d53e47195aa4190acd11369ccd1b
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs
deleted file mode 100644
index 443922abd0808d000dbc1a1aa21c857a0a1d0345..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs	
+++ /dev/null
@@ -1,79 +0,0 @@
-using System;
-using UnityEngine;
-
-namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific
-{
-    public class StandaloneInput : VirtualInput
-    {
-        public override float GetAxis(string name, bool raw)
-        {
-            return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name);
-        }
-
-
-        public override bool GetButton(string name)
-        {
-            return Input.GetButton(name);
-        }
-
-
-        public override bool GetButtonDown(string name)
-        {
-            return Input.GetButtonDown(name);
-        }
-
-
-        public override bool GetButtonUp(string name)
-        {
-            return Input.GetButtonUp(name);
-        }
-
-
-        public override void SetButtonDown(string name)
-        {
-            throw new Exception(
-                " This is not possible to be called for standalone input. Please check your platform and code where this is called");
-        }
-
-
-        public override void SetButtonUp(string name)
-        {
-            throw new Exception(
-                " This is not possible to be called for standalone input. Please check your platform and code where this is called");
-        }
-
-
-        public override void SetAxisPositive(string name)
-        {
-            throw new Exception(
-                " This is not possible to be called for standalone input. Please check your platform and code where this is called");
-        }
-
-
-        public override void SetAxisNegative(string name)
-        {
-            throw new Exception(
-                " This is not possible to be called for standalone input. Please check your platform and code where this is called");
-        }
-
-
-        public override void SetAxisZero(string name)
-        {
-            throw new Exception(
-                " This is not possible to be called for standalone input. Please check your platform and code where this is called");
-        }
-
-
-        public override void SetAxis(string name, float value)
-        {
-            throw new Exception(
-                " This is not possible to be called for standalone input. Please check your platform and code where this is called");
-        }
-
-
-        public override Vector3 MousePosition()
-        {
-            return Input.mousePosition;
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta
deleted file mode 100644
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs
deleted file mode 100644
index 4f03b05517f16eaf2bd4fdbbb65e8f6d4d20ac7b..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs	
+++ /dev/null
@@ -1,124 +0,0 @@
-using System.Collections.Generic;
-using UnityEngine;
-
-
-namespace UnitySampleAssets.CrossPlatformInput
-{
-    public abstract class VirtualInput
-    {
-        protected Dictionary<string, CrossPlatformInputManager.VirtualAxis> virtualAxes =
-            new Dictionary<string, CrossPlatformInputManager.VirtualAxis>();
-
-        // Dictionary to store the name relating to the virtual axes
-
-        protected Dictionary<string, CrossPlatformInputManager.VirtualButton> virtualButtons =
-            new Dictionary<string, CrossPlatformInputManager.VirtualButton>();
-
-        protected List<string> alwaysUseVirtual = new List<string>();
-        // list of the axis and button names that have been flagged to always use a virtual axis or button
-
-        public Vector3 virtualMousePosition { get; private set; }
-
-
-        public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis)
-        {
-            // check if we already have an axis with that name and log and error if we do
-            if (virtualAxes.ContainsKey(axis.name))
-            {
-                Debug.LogError("There is already a virtual axis named " + axis.name + " registered.");
-            }
-            else
-            {
-                // add any new axes
-                virtualAxes.Add(axis.name, axis);
-
-                // if we dont want to match with the input manager setting then revert to always using virtual
-                if (!axis.matchWithInputManager)
-                {
-                    alwaysUseVirtual.Add(axis.name);
-                }
-            }
-        }
-
-
-        public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button)
-        {
-            // check if already have a buttin with that name and log an error if we do
-            if (virtualButtons.ContainsKey(button.name))
-            {
-                Debug.LogError("There is already a virtual button named " + button.name + " registered.");
-            }
-            else
-            {
-                // add any new buttons
-                virtualButtons.Add(button.name, button);
-
-                // if we dont want to match to the input manager then always use a virtual axis
-                if (!button.matchWithInputManager)
-                {
-                    alwaysUseVirtual.Add(button.name);
-                }
-            }
-        }
-
-
-        public void UnRegisterVirtualAxis(string name)
-        {
-            // if we have an axis with that name then remove it from our dictionary of registered axes
-            if (virtualAxes.ContainsKey(name))
-            {
-                virtualAxes.Remove(name);
-            }
-        }
-
-
-        public void UnRegisterVirtualButton(string name)
-        {
-            // if we have a button with this name then remove it from our dictionary of registered buttons
-            if (virtualButtons.ContainsKey(name))
-            {
-                virtualButtons.Remove(name);
-            }
-        }
-
-
-        // returns a reference to a named virtual axis if it exists otherwise null
-        public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name)
-        {
-            return virtualAxes.ContainsKey(name) ? virtualAxes[name] : null;
-        }
-
-
-        public void SetVirtualMousePositionX(float f)
-        {
-            virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z);
-        }
-
-
-        public void SetVirtualMousePositionY(float f)
-        {
-            virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z);
-        }
-
-
-        public void SetVirtualMousePositionZ(float f)
-        {
-            virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f);
-        }
-
-
-        public abstract float GetAxis(string name, bool raw);
-
-        public abstract bool GetButton(string name);
-        public abstract bool GetButtonDown(string name);
-        public abstract bool GetButtonUp(string name);
-
-        public abstract void SetButtonDown(string name);
-        public abstract void SetButtonUp(string name);
-        public abstract void SetAxisPositive(string name);
-        public abstract void SetAxisNegative(string name);
-        public abstract void SetAxisZero(string name);
-        public abstract void SetAxis(string name, float value);
-        public abstract Vector3 MousePosition();
-    }
-}
\ No newline at end of file
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deleted file mode 100644
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Prefabs/Player.prefab b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Prefabs/Player.prefab
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Prefabs/ZomBunny.prefab.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Prefabs/ZomBunny.prefab.meta
deleted file mode 100644
index f0723b2cb1180c1a5a99d50094ff1a1ce6a311bf..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Prefabs/ZomBunny.prefab.meta	
+++ /dev/null
@@ -1,5 +0,0 @@
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts.meta
deleted file mode 100644
index eeca3e9928f750586c56e186c05bcd244574a119..0000000000000000000000000000000000000000
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio.meta
deleted file mode 100644
index 72887f6608a4805f1b299cef5f4d008b01c4c3a0..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio.meta	
+++ /dev/null
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs
deleted file mode 100644
index cc51e6356c7a61c73669d4f19000bb44e805c1b7..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs	
+++ /dev/null
@@ -1,18 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using UnityEngine.Audio;
-
-public class MixLevels : MonoBehaviour {
-
-	public AudioMixer masterMixer;
-
-	public void SetSfxLvl(float sfxLvl)
-	{
-		masterMixer.SetFloat("sfxVol", sfxLvl);
-	}
-
-	public void SetMusicLvl (float musicLvl)
-	{
-		masterMixer.SetFloat ("musicVol", musicLvl);
-	}
-}
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta
deleted file mode 100644
index 2a003bc9ae3c262280c9028a5ee0e07415e5fb8a..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta	
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera.meta
deleted file mode 100644
index ce102a37d5e45a98db5e97774f11a7d989a590a5..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera.meta	
+++ /dev/null
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs
deleted file mode 100644
index 37de6db36b2bfd5a06f312e7b01daccf6fd9dde7..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs	
+++ /dev/null
@@ -1,31 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-namespace CompleteProject
-{
-    public class CameraFollow : MonoBehaviour
-    {
-        public Transform target;            // The position that that camera will be following.
-        public float smoothing = 5f;        // The speed with which the camera will be following.
-
-
-        Vector3 offset;                     // The initial offset from the target.
-
-
-        void Start ()
-        {
-            // Calculate the initial offset.
-            offset = transform.position - target.position;
-        }
-
-
-        void FixedUpdate ()
-        {
-            // Create a postion the camera is aiming for based on the offset from the target.
-            Vector3 targetCamPos = target.position + offset;
-
-            // Smoothly interpolate between the camera's current position and it's target position.
-            transform.position = Vector3.Lerp (transform.position, targetCamPos, smoothing * Time.deltaTime);
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta
deleted file mode 100644
index ac0712e85fc7ed3e84eacdfaabbe6bc8a1431a97..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta	
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy.meta
deleted file mode 100644
index ad37fdb4704531e33b4122355d2ff7776e76afa9..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy.meta	
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs
deleted file mode 100644
index f873a932e2a1910f772a908f7c06a4292d8414d3..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs	
+++ /dev/null
@@ -1,86 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-namespace CompleteProject
-{
-    public class EnemyAttack : MonoBehaviour
-    {
-        public float timeBetweenAttacks = 0.5f;     // The time in seconds between each attack.
-        public int attackDamage = 10;               // The amount of health taken away per attack.
-
-
-        Animator anim;                              // Reference to the animator component.
-        GameObject player;                          // Reference to the player GameObject.
-        PlayerHealth playerHealth;                  // Reference to the player's health.
-        EnemyHealth enemyHealth;                    // Reference to this enemy's health.
-        bool playerInRange;                         // Whether player is within the trigger collider and can be attacked.
-        float timer;                                // Timer for counting up to the next attack.
-
-
-        void Awake ()
-        {
-            // Setting up the references.
-            player = GameObject.FindGameObjectWithTag ("Player");
-            playerHealth = player.GetComponent <PlayerHealth> ();
-            enemyHealth = GetComponent<EnemyHealth>();
-            anim = GetComponent <Animator> ();
-        }
-
-
-        void OnTriggerEnter (Collider other)
-        {
-            // If the entering collider is the player...
-            if(other.gameObject == player)
-            {
-                // ... the player is in range.
-                playerInRange = true;
-            }
-        }
-
-
-        void OnTriggerExit (Collider other)
-        {
-            // If the exiting collider is the player...
-            if(other.gameObject == player)
-            {
-                // ... the player is no longer in range.
-                playerInRange = false;
-            }
-        }
-
-
-        void Update ()
-        {
-            // Add the time since Update was last called to the timer.
-            timer += Time.deltaTime;
-
-            // If the timer exceeds the time between attacks, the player is in range and this enemy is alive...
-            if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0)
-            {
-                // ... attack.
-                Attack ();
-            }
-
-            // If the player has zero or less health...
-            if(playerHealth.currentHealth <= 0)
-            {
-                // ... tell the animator the player is dead.
-                anim.SetTrigger ("PlayerDead");
-            }
-        }
-
-
-        void Attack ()
-        {
-            // Reset the timer.
-            timer = 0f;
-
-            // If the player has health to lose...
-            if(playerHealth.currentHealth > 0)
-            {
-                // ... damage the player.
-                playerHealth.TakeDamage (attackDamage);
-            }
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta
deleted file mode 100644
index 7fc5712160ad46b0f8314cbd8f2dd67a00dc0ab7..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs
deleted file mode 100644
index 005cfaeac35628797c4931ac961cda306e9d4177..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs	
+++ /dev/null
@@ -1,109 +0,0 @@
-using UnityEngine;
-
-namespace CompleteProject
-{
-    public class EnemyHealth : MonoBehaviour
-    {
-        public int startingHealth = 100;            // The amount of health the enemy starts the game with.
-        public int currentHealth;                   // The current health the enemy has.
-        public float sinkSpeed = 2.5f;              // The speed at which the enemy sinks through the floor when dead.
-        public int scoreValue = 10;                 // The amount added to the player's score when the enemy dies.
-        public AudioClip deathClip;                 // The sound to play when the enemy dies.
-
-
-        Animator anim;                              // Reference to the animator.
-        AudioSource enemyAudio;                     // Reference to the audio source.
-        ParticleSystem hitParticles;                // Reference to the particle system that plays when the enemy is damaged.
-        CapsuleCollider capsuleCollider;            // Reference to the capsule collider.
-        bool isDead;                                // Whether the enemy is dead.
-        bool isSinking;                             // Whether the enemy has started sinking through the floor.
-
-
-        void Awake ()
-        {
-            // Setting up the references.
-            anim = GetComponent <Animator> ();
-            enemyAudio = GetComponent <AudioSource> ();
-            hitParticles = GetComponentInChildren <ParticleSystem> ();
-            capsuleCollider = GetComponent <CapsuleCollider> ();
-
-            // Setting the current health when the enemy first spawns.
-            currentHealth = startingHealth;
-        }
-
-
-        void Update ()
-        {
-            // If the enemy should be sinking...
-            if(isSinking)
-            {
-                // ... move the enemy down by the sinkSpeed per second.
-                transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime);
-            }
-        }
-
-
-        public void TakeDamage (int amount, Vector3 hitPoint)
-        {
-            // If the enemy is dead...
-            if(isDead)
-                // ... no need to take damage so exit the function.
-                return;
-
-            // Play the hurt sound effect.
-            enemyAudio.Play ();
-
-            // Reduce the current health by the amount of damage sustained.
-            currentHealth -= amount;
-            
-            // Set the position of the particle system to where the hit was sustained.
-            hitParticles.transform.position = hitPoint;
-
-            // And play the particles.
-            hitParticles.Play();
-
-            // If the current health is less than or equal to zero...
-            if(currentHealth <= 0)
-            {
-                // ... the enemy is dead.
-                Death ();
-            }
-        }
-
-
-        void Death ()
-        {
-            // The enemy is dead.
-            isDead = true;
-
-            // Turn the collider into a trigger so shots can pass through it.
-            capsuleCollider.isTrigger = true;
-
-            // Tell the animator that the enemy is dead.
-            anim.SetTrigger ("Dead");
-
-            // Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing).
-            enemyAudio.clip = deathClip;
-            enemyAudio.Play ();
-        }
-
-
-        public void StartSinking ()
-        {
-            // Find and disable the Nav Mesh Agent.
-            GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false;
-
-            // Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy).
-            GetComponent <Rigidbody> ().isKinematic = true;
-
-            // The enemy should no sink.
-            isSinking = true;
-
-            // Increase the score by the enemy's score value.
-            ScoreManager.score += scoreValue;
-
-            // After 2 seconds destory the enemy.
-            Destroy (gameObject, 2f);
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta
deleted file mode 100644
index ac3ed556b197bffcfbb00f1220c88ff3fc29fbb0..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs
deleted file mode 100644
index 934ff60bf04f462a8df895b69df79385c1f58b82..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs	
+++ /dev/null
@@ -1,40 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-namespace CompleteProject
-{
-    public class EnemyMovement : MonoBehaviour
-    {
-        Transform player;               // Reference to the player's position.
-        PlayerHealth playerHealth;      // Reference to the player's health.
-        EnemyHealth enemyHealth;        // Reference to this enemy's health.
-        UnityEngine.AI.NavMeshAgent nav;               // Reference to the nav mesh agent.
-
-
-        void Awake ()
-        {
-            // Set up the references.
-            player = GameObject.FindGameObjectWithTag ("Player").transform;
-            playerHealth = player.GetComponent <PlayerHealth> ();
-            enemyHealth = GetComponent <EnemyHealth> ();
-            nav = GetComponent <UnityEngine.AI.NavMeshAgent> ();
-        }
-
-
-        void Update ()
-        {
-            // If the enemy and the player have health left...
-            if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
-            {
-                // ... set the destination of the nav mesh agent to the player.
-                nav.SetDestination (player.position);
-            }
-            // Otherwise...
-            else
-            {
-                // ... disable the nav mesh agent.
-                nav.enabled = false;
-            }
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta
deleted file mode 100644
index b79f6deaea4aef5a9894556729b323ca3c47b68f..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 6ea9a6ed18654d14db02bf0076cfe488
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
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-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers.meta
deleted file mode 100644
index 90a4dbd67fdb34e7d3e96feb69013343eeb8502c..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers.meta	
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: bafbb8cb07fedac43948d44f4b380830
-folderAsset: yes
-DefaultImporter:
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs
deleted file mode 100644
index a4bee02adaa539264771d033b57de45a11766774..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs	
+++ /dev/null
@@ -1,15 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-public class RandomAnimationPoint : MonoBehaviour
-{
-    public bool randomize;
-    [Range(0f, 1f)] public float normalizedTime;
-
-
-    void OnValidate ()
-    {
-        GetComponent<Animator> ().Update (0f);
-        GetComponent <Animator> ().Play ("Walk", 0, randomize ? Random.value : normalizedTime);
-    }
-}
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta
deleted file mode 100644
index 20d736000c59737ebb5fd4fae7e672704af734db..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: de4cc967c8e16fa4cb37cebf3eb501c6
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
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-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs
deleted file mode 100644
index 63cf3ac8eaf279f3fa20f904dccabf2335c6dd91..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs	
+++ /dev/null
@@ -1,14 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-public class RandomParticlePoint : MonoBehaviour 
-{
-    [Range(0f, 1f)]
-    public float normalizedTime;
-
-
-    void OnValidate()
-    {
-        GetComponent<ParticleSystem>().Simulate (normalizedTime, true, true);
-    }
-}
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta
deleted file mode 100644
index 297fa925ada54f3302264a52f4f2537ce3254b64..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 9e29d72814f12624f9c2a9d1b98d6fcf
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs
deleted file mode 100644
index 45705a4e7710ecc6cd2ff688015598dca1b8c43d..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs	
+++ /dev/null
@@ -1,25 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using UnityEngine.UI;
-
-
-public class VolumeHandler : MonoBehaviour {
-
-	// Use this for initialization
-	void Start () 
-	{
-		if(GameObject.Find("EffectsSlider"))
-		GameObject.Find("EffectsSlider").GetComponent<Slider>().onValueChanged.AddListener(SetVolume);
-	}
-
-	void SetVolume(float volume)
-	{
-		GetComponent<AudioSource>().volume = volume;
-	}
-
-	void OnDestroy()
-	{
-		if(GameObject.Find("EffectsSlider"))
-		GameObject.Find("EffectsSlider").GetComponent<Slider>().onValueChanged.RemoveListener(SetVolume);
-	}
-}
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta
deleted file mode 100644
index 9a87c3ce74e073598ca53f1a6811a0948898dec0..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 6f58c1d9ce56e1749830b8aebe8ba3bf
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers.meta
deleted file mode 100644
index 0198ac51904a0980a3670a7b23dce49e9e294a65..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers.meta	
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: f3796e7cb4a0fd844ac3d7800956af7c
-folderAsset: yes
-DefaultImporter:
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs
deleted file mode 100644
index c8065636ae96cba2d027c729dbd45737774c5296..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs	
+++ /dev/null
@@ -1,36 +0,0 @@
-using UnityEngine;
-
-namespace CompleteProject
-{
-    public class EnemyManager : MonoBehaviour
-    {
-        public PlayerHealth playerHealth;       // Reference to the player's heatlh.
-        public GameObject enemy;                // The enemy prefab to be spawned.
-        public float spawnTime = 3f;            // How long between each spawn.
-        public Transform[] spawnPoints;         // An array of the spawn points this enemy can spawn from.
-
-
-        void Start ()
-        {
-            // Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time.
-            InvokeRepeating ("Spawn", spawnTime, spawnTime);
-        }
-
-
-        void Spawn ()
-        {
-            // If the player has no health left...
-            if(playerHealth.currentHealth <= 0f)
-            {
-                // ... exit the function.
-                return;
-            }
-
-            // Find a random index between zero and one less than the number of spawn points.
-            int spawnPointIndex = Random.Range (0, spawnPoints.Length);
-
-            // Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation.
-            Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta
deleted file mode 100644
index 6290c4540e21311ea4d30ef754afe3cc04b37415..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 8bf862ffeb7e74943a1729f1cff11eb4
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs
deleted file mode 100644
index 25dff46ccd8f9710e9be159800fe587c27c2a3fb..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs	
+++ /dev/null
@@ -1,30 +0,0 @@
-using UnityEngine;
-
-namespace CompleteProject
-{
-    public class GameOverManager : MonoBehaviour
-    {
-        public PlayerHealth playerHealth;       // Reference to the player's health.
-
-
-        Animator anim;                          // Reference to the animator component.
-
-
-        void Awake ()
-        {
-            // Set up the reference.
-            anim = GetComponent <Animator> ();
-        }
-
-
-        void Update ()
-        {
-            // If the player has run out of health...
-            if(playerHealth.currentHealth <= 0)
-            {
-                // ... tell the animator the game is over.
-                anim.SetTrigger ("GameOver");
-            }
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta
deleted file mode 100644
index 4dfbf100a6ba10a34d4e1036afc3863eab8f93c0..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: a210693e63307044a858d1787aacd62c
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs
deleted file mode 100644
index 9e7fd1ba8d760dfe0c5a963969f4987513a158fd..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs	
+++ /dev/null
@@ -1,59 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using UnityEngine.UI;
-using UnityEngine.Audio;
-#if UNITY_EDITOR
-using UnityEditor;
-#endif
-
-public class PauseManager : MonoBehaviour {
-	
-	public AudioMixerSnapshot paused;
-	public AudioMixerSnapshot unpaused;
-	
-	Canvas canvas;
-	
-	void Start()
-	{
-		canvas = GetComponent<Canvas>();
-	}
-	
-	void Update()
-	{
-		if (Input.GetKeyDown(KeyCode.Escape))
-		{
-			canvas.enabled = !canvas.enabled;
-			Pause();
-		}
-	}
-	
-	public void Pause()
-	{
-		Time.timeScale = Time.timeScale == 0 ? 1 : 0;
-		Lowpass ();
-		
-	}
-	
-	void Lowpass()
-	{
-		if (Time.timeScale == 0)
-		{
-			paused.TransitionTo(.01f);
-		}
-		
-		else
-			
-		{
-			unpaused.TransitionTo(.01f);
-		}
-	}
-	
-	public void Quit()
-	{
-		#if UNITY_EDITOR 
-		EditorApplication.isPlaying = false;
-		#else 
-		Application.Quit();
-		#endif
-	}
-}
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta
deleted file mode 100644
index 409555a105779c7613140e4b5037bb7c7712622e..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 189bfb9c6772b6b4a87e12cd8b9af36f
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs
deleted file mode 100644
index 0e52c43ecbb31fa3062f3dc8160456b0ddb18226..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs	
+++ /dev/null
@@ -1,31 +0,0 @@
-using UnityEngine;
-using UnityEngine.UI;
-using System.Collections;
-
-namespace CompleteProject
-{
-    public class ScoreManager : MonoBehaviour
-    {
-        public static int score;        // The player's score.
-
-
-        Text text;                      // Reference to the Text component.
-
-
-        void Awake ()
-        {
-            // Set up the reference.
-            text = GetComponent <Text> ();
-
-            // Reset the score.
-            score = 0;
-        }
-
-
-        void Update ()
-        {
-            // Set the displayed text to be the word "Score" followed by the score value.
-            text.text = "Score: " + score;
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta
deleted file mode 100644
index 440aecc53d6b128ce3412d0f995b1f4c94813665..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: b4f43bf66218c874d871d02802b6a2db
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player.meta
deleted file mode 100644
index e078b620abaca3b55eab2089e899f4e264061093..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player.meta	
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 1cd2c9641294005428dc356c88d6c0d4
-folderAsset: yes
-DefaultImporter:
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs
deleted file mode 100644
index 3b8b20d5dc1d0a4a8a14a623be11939f782e6fdf..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs	
+++ /dev/null
@@ -1,110 +0,0 @@
-using UnityEngine;
-using UnityEngine.UI;
-using System.Collections;
-using UnityEngine.SceneManagement;
-
-namespace CompleteProject
-{
-    public class PlayerHealth : MonoBehaviour
-    {
-        public int startingHealth = 100;                            // The amount of health the player starts the game with.
-        public int currentHealth;                                   // The current health the player has.
-        public Slider healthSlider;                                 // Reference to the UI's health bar.
-        public Image damageImage;                                   // Reference to an image to flash on the screen on being hurt.
-        public AudioClip deathClip;                                 // The audio clip to play when the player dies.
-        public float flashSpeed = 5f;                               // The speed the damageImage will fade at.
-        public Color flashColour = new Color(1f, 0f, 0f, 0.1f);     // The colour the damageImage is set to, to flash.
-
-
-        Animator anim;                                              // Reference to the Animator component.
-        AudioSource playerAudio;                                    // Reference to the AudioSource component.
-        PlayerMovement playerMovement;                              // Reference to the player's movement.
-        PlayerShooting playerShooting;                              // Reference to the PlayerShooting script.
-        bool isDead;                                                // Whether the player is dead.
-        bool damaged;                                               // True when the player gets damaged.
-
-
-        void Awake ()
-        {
-            // Setting up the references.
-            anim = GetComponent <Animator> ();
-            playerAudio = GetComponent <AudioSource> ();
-            playerMovement = GetComponent <PlayerMovement> ();
-            playerShooting = GetComponentInChildren <PlayerShooting> ();
-
-            // Set the initial health of the player.
-            currentHealth = startingHealth;
-        }
-
-
-        void Update ()
-        {
-            // If the player has just been damaged...
-            if(damaged)
-            {
-                // ... set the colour of the damageImage to the flash colour.
-                damageImage.color = flashColour;
-            }
-            // Otherwise...
-            else
-            {
-                // ... transition the colour back to clear.
-                damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime);
-            }
-
-            // Reset the damaged flag.
-            damaged = false;
-        }
-
-
-        public void TakeDamage (int amount)
-        {
-            // Set the damaged flag so the screen will flash.
-            damaged = true;
-
-            // Reduce the current health by the damage amount.
-            currentHealth -= amount;
-
-            // Set the health bar's value to the current health.
-            healthSlider.value = currentHealth;
-
-            // Play the hurt sound effect.
-            playerAudio.Play ();
-
-            // If the player has lost all it's health and the death flag hasn't been set yet...
-            if(currentHealth <= 0 && !isDead)
-            {
-                // ... it should die.
-                Death ();
-            }
-        }
-
-
-        void Death ()
-        {
-            // Set the death flag so this function won't be called again.
-            isDead = true;
-
-            // Turn off any remaining shooting effects.
-            playerShooting.DisableEffects ();
-
-            // Tell the animator that the player is dead.
-            anim.SetTrigger ("Die");
-
-            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
-            playerAudio.clip = deathClip;
-            playerAudio.Play ();
-
-            // Turn off the movement and shooting scripts.
-            playerMovement.enabled = false;
-            playerShooting.enabled = false;
-        }
-
-
-        public void RestartLevel ()
-        {
-            // Reload the level that is currently loaded.
-            SceneManager.LoadScene (0);
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta
deleted file mode 100644
index 96dae52631f462417c4e61eaf0d63fc2eb669e8c..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta	
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: c32067ea884548644b13cf9baddd4573
-MonoImporter:
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs
deleted file mode 100644
index 69c83bf41dec0d21586e602b15099efb9d691b94..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs	
+++ /dev/null
@@ -1,117 +0,0 @@
-using UnityEngine;
-using UnitySampleAssets.CrossPlatformInput;
-
-namespace CompleteProject
-{
-    public class PlayerMovement : MonoBehaviour
-    {
-        public float speed = 6f;            // The speed that the player will move at.
-
-
-        Vector3 movement;                   // The vector to store the direction of the player's movement.
-        Animator anim;                      // Reference to the animator component.
-        Rigidbody playerRigidbody;          // Reference to the player's rigidbody.
-#if !MOBILE_INPUT
-        int floorMask;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
-        float camRayLength = 100f;          // The length of the ray from the camera into the scene.
-#endif
-
-        void Awake ()
-        {
-#if !MOBILE_INPUT
-            // Create a layer mask for the floor layer.
-            floorMask = LayerMask.GetMask ("Floor");
-#endif
-
-            // Set up references.
-            anim = GetComponent <Animator> ();
-            playerRigidbody = GetComponent <Rigidbody> ();
-        }
-
-
-        void FixedUpdate ()
-        {
-            // Store the input axes.
-            float h = CrossPlatformInputManager.GetAxisRaw("Horizontal");
-            float v = CrossPlatformInputManager.GetAxisRaw("Vertical");
-
-            // Move the player around the scene.
-            Move (h, v);
-
-            // Turn the player to face the mouse cursor.
-            Turning ();
-
-            // Animate the player.
-            Animating (h, v);
-        }
-
-
-        void Move (float h, float v)
-        {
-            // Set the movement vector based on the axis input.
-            movement.Set (h, 0f, v);
-            
-            // Normalise the movement vector and make it proportional to the speed per second.
-            movement = movement.normalized * speed * Time.deltaTime;
-
-            // Move the player to it's current position plus the movement.
-            playerRigidbody.MovePosition (transform.position + movement);
-        }
-
-
-        void Turning ()
-        {
-#if !MOBILE_INPUT
-            // Create a ray from the mouse cursor on screen in the direction of the camera.
-            Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
-
-            // Create a RaycastHit variable to store information about what was hit by the ray.
-            RaycastHit floorHit;
-
-            // Perform the raycast and if it hits something on the floor layer...
-            if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
-            {
-                // Create a vector from the player to the point on the floor the raycast from the mouse hit.
-                Vector3 playerToMouse = floorHit.point - transform.position;
-
-                // Ensure the vector is entirely along the floor plane.
-                playerToMouse.y = 0f;
-
-                // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
-                Quaternion newRotatation = Quaternion.LookRotation (playerToMouse);
-
-                // Set the player's rotation to this new rotation.
-                playerRigidbody.MoveRotation (newRotatation);
-            }
-#else
-
-            Vector3 turnDir = new Vector3(CrossPlatformInputManager.GetAxisRaw("Mouse X") , 0f , CrossPlatformInputManager.GetAxisRaw("Mouse Y"));
-
-            if (turnDir != Vector3.zero)
-            {
-                // Create a vector from the player to the point on the floor the raycast from the mouse hit.
-                Vector3 playerToMouse = (transform.position + turnDir) - transform.position;
-
-                // Ensure the vector is entirely along the floor plane.
-                playerToMouse.y = 0f;
-
-                // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
-                Quaternion newRotatation = Quaternion.LookRotation(playerToMouse);
-
-                // Set the player's rotation to this new rotation.
-                playerRigidbody.MoveRotation(newRotatation);
-            }
-#endif
-        }
-
-
-        void Animating (float h, float v)
-        {
-            // Create a boolean that is true if either of the input axes is non-zero.
-            bool walking = h != 0f || v != 0f;
-
-            // Tell the animator whether or not the player is walking.
-            anim.SetBool ("IsWalking", walking);
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs.meta
deleted file mode 100644
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs
deleted file mode 100644
index eae7717b8d84034866ba03b73f47c71057236ddf..0000000000000000000000000000000000000000
--- a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs	
+++ /dev/null
@@ -1,125 +0,0 @@
-using UnityEngine;
-using UnitySampleAssets.CrossPlatformInput;
-
-namespace CompleteProject
-{
-    public class PlayerShooting : MonoBehaviour
-    {
-        public int damagePerShot = 20;                  // The damage inflicted by each bullet.
-        public float timeBetweenBullets = 0.15f;        // The time between each shot.
-        public float range = 100f;                      // The distance the gun can fire.
-
-
-        float timer;                                    // A timer to determine when to fire.
-        Ray shootRay = new Ray();                       // A ray from the gun end forwards.
-        RaycastHit shootHit;                            // A raycast hit to get information about what was hit.
-        int shootableMask;                              // A layer mask so the raycast only hits things on the shootable layer.
-        ParticleSystem gunParticles;                    // Reference to the particle system.
-        LineRenderer gunLine;                           // Reference to the line renderer.
-        AudioSource gunAudio;                           // Reference to the audio source.
-        Light gunLight;                                 // Reference to the light component.
-		public Light faceLight;								// Duh
-        float effectsDisplayTime = 0.2f;                // The proportion of the timeBetweenBullets that the effects will display for.
-
-
-        void Awake ()
-        {
-            // Create a layer mask for the Shootable layer.
-            shootableMask = LayerMask.GetMask ("Shootable");
-
-            // Set up the references.
-            gunParticles = GetComponent<ParticleSystem> ();
-            gunLine = GetComponent <LineRenderer> ();
-            gunAudio = GetComponent<AudioSource> ();
-            gunLight = GetComponent<Light> ();
-			//faceLight = GetComponentInChildren<Light> ();
-        }
-
-
-        void Update ()
-        {
-            // Add the time since Update was last called to the timer.
-            timer += Time.deltaTime;
-
-#if !MOBILE_INPUT
-            // If the Fire1 button is being press and it's time to fire...
-			if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0)
-            {
-                // ... shoot the gun.
-                Shoot ();
-            }
-#else
-            // If there is input on the shoot direction stick and it's time to fire...
-            if ((CrossPlatformInputManager.GetAxisRaw("Mouse X") != 0 || CrossPlatformInputManager.GetAxisRaw("Mouse Y") != 0) && timer >= timeBetweenBullets)
-            {
-                // ... shoot the gun
-                Shoot();
-            }
-#endif
-            // If the timer has exceeded the proportion of timeBetweenBullets that the effects should be displayed for...
-            if(timer >= timeBetweenBullets * effectsDisplayTime)
-            {
-                // ... disable the effects.
-                DisableEffects ();
-            }
-        }
-
-
-        public void DisableEffects ()
-        {
-            // Disable the line renderer and the light.
-            gunLine.enabled = false;
-			faceLight.enabled = false;
-            gunLight.enabled = false;
-        }
-
-
-        void Shoot ()
-        {
-            // Reset the timer.
-            timer = 0f;
-
-            // Play the gun shot audioclip.
-            gunAudio.Play ();
-
-            // Enable the lights.
-            gunLight.enabled = true;
-			faceLight.enabled = true;
-
-            // Stop the particles from playing if they were, then start the particles.
-            gunParticles.Stop ();
-            gunParticles.Play ();
-
-            // Enable the line renderer and set it's first position to be the end of the gun.
-            gunLine.enabled = true;
-            gunLine.SetPosition (0, transform.position);
-
-            // Set the shootRay so that it starts at the end of the gun and points forward from the barrel.
-            shootRay.origin = transform.position;
-            shootRay.direction = transform.forward;
-
-            // Perform the raycast against gameobjects on the shootable layer and if it hits something...
-            if(Physics.Raycast (shootRay, out shootHit, range, shootableMask))
-            {
-                // Try and find an EnemyHealth script on the gameobject hit.
-                EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> ();
-
-                // If the EnemyHealth component exist...
-                if(enemyHealth != null)
-                {
-                    // ... the enemy should take damage.
-                    enemyHealth.TakeDamage (damagePerShot, shootHit.point);
-                }
-
-                // Set the second position of the line renderer to the point the raycast hit.
-                gunLine.SetPosition (1, shootHit.point);
-            }
-            // If the raycast didn't hit anything on the shootable layer...
-            else
-            {
-                // ... set the second position of the line renderer to the fullest extent of the gun's range.
-                gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range);
-            }
-        }
-    }
-}
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs.meta
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