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+
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scenes/Level1.unity.meta b/unity-survival-shooter/Survival shooter/Assets/Scenes/Level1.unity.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scenes/Level1/NavMesh.asset b/unity-survival-shooter/Survival shooter/Assets/Scenes/Level1/NavMesh.asset
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Camera.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Camera.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Camera/CameraFollow.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Camera/CameraFollow.cs
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index 0000000000000000000000000000000000000000..8c79d972f21d2f490c9c266ece1a363017250e5d
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Camera/CameraFollow.cs	
@@ -0,0 +1,22 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class CameraFollow : MonoBehaviour {
+
+	public Transform target;
+    public float smoothing = 5f;
+
+    Vector3 offset;
+
+    private void Start()
+    {
+        offset = transform.position - target.position;
+    }
+
+    private void FixedUpdate()
+    {
+        Vector3 targetCamPos = target.position + offset;
+        transform.position = Vector3.Lerp(transform.position, targetCamPos, smoothing * Time.deltaTime);
+    }
+}
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Camera/CameraFollow.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Camera/CameraFollow.cs.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyAttack.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyAttack.cs
new file mode 100644
index 0000000000000000000000000000000000000000..b1bc32d081d06c7eb086d5b239026a7ffd60d457
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyAttack.cs	
@@ -0,0 +1,70 @@
+using UnityEngine;
+using System.Collections;
+
+public class EnemyAttack : MonoBehaviour
+{
+    public float timeBetweenAttacks = 0.5f;
+    public int attackDamage = 10;
+
+
+    Animator anim;
+    GameObject player;
+    PlayerHealth playerHealth;
+    //EnemyHealth enemyHealth;
+    bool playerInRange;
+    float timer;
+
+
+    void Awake ()
+    {
+        player = GameObject.FindGameObjectWithTag ("Player");
+        playerHealth = player.GetComponent <PlayerHealth> ();
+        //enemyHealth = GetComponent<EnemyHealth>();
+        anim = GetComponent <Animator> ();
+    }
+
+
+    void OnTriggerEnter (Collider other)
+    {
+        if(other.gameObject == player)
+        {
+            playerInRange = true;
+        }
+    }
+
+
+    void OnTriggerExit (Collider other)
+    {
+        if(other.gameObject == player)
+        {
+            playerInRange = false;
+        }
+    }
+
+
+    void Update ()
+    {
+        timer += Time.deltaTime;
+
+        if(timer >= timeBetweenAttacks && playerInRange/* && enemyHealth.currentHealth > 0*/)
+        {
+            Attack ();
+        }
+
+        if(playerHealth.currentHealth <= 0)
+        {
+            anim.SetTrigger ("PlayerDead");
+        }
+    }
+
+
+    void Attack ()
+    {
+        timer = 0f;
+
+        if(playerHealth.currentHealth > 0)
+        {
+            playerHealth.TakeDamage (attackDamage);
+        }
+    }
+}
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyAttack.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyAttack.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..8b227032e56ac6cbe5baeaba07313931a95eabe3
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@@ -0,0 +1,8 @@
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs
new file mode 100644
index 0000000000000000000000000000000000000000..cf0e5b607ca3a668fb1decf25e88b7f9d0bcf862
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs	
@@ -0,0 +1,80 @@
+using UnityEngine;
+
+public class EnemyHealth : MonoBehaviour
+{
+    public int startingHealth = 100;
+    public int currentHealth;
+    public float sinkSpeed = 2.5f;
+    public int scoreValue = 10;
+    public AudioClip deathClip;
+
+
+    Animator anim;
+    AudioSource enemyAudio;
+    ParticleSystem hitParticles;
+    CapsuleCollider capsuleCollider;
+    bool isDead;
+    bool isSinking;
+
+
+    void Awake ()
+    {
+        anim = GetComponent <Animator> ();
+        enemyAudio = GetComponent <AudioSource> ();
+        hitParticles = GetComponentInChildren <ParticleSystem> ();
+        capsuleCollider = GetComponent <CapsuleCollider> ();
+
+        currentHealth = startingHealth;
+    }
+
+
+    void Update ()
+    {
+        if(isSinking)
+        {
+            transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime);
+        }
+    }
+
+
+    public void TakeDamage (int amount, Vector3 hitPoint)
+    {
+        if(isDead)
+            return;
+
+        enemyAudio.Play ();
+
+        currentHealth -= amount;
+            
+        hitParticles.transform.position = hitPoint;
+        hitParticles.Play();
+
+        if(currentHealth <= 0)
+        {
+            Death ();
+        }
+    }
+
+
+    void Death ()
+    {
+        isDead = true;
+
+        capsuleCollider.isTrigger = true;
+
+        anim.SetTrigger ("Dead");
+
+        enemyAudio.clip = deathClip;
+        enemyAudio.Play ();
+    }
+
+
+    public void StartSinking ()
+    {
+        GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false;
+        GetComponent <Rigidbody> ().isKinematic = true;
+        isSinking = true;
+        //ScoreManager.score += scoreValue;
+        Destroy (gameObject, 2f);
+    }
+}
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyHealth.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..38c2c3c110e3398eb737febec3840c0fa323bacf
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs
new file mode 100644
index 0000000000000000000000000000000000000000..67f03ae8d6cb1bc056f6a925fb1c5c9fd9468c8a
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs	
@@ -0,0 +1,32 @@
+using UnityEngine;
+using System.Collections;
+
+public class EnemyMovement : MonoBehaviour
+{
+    Transform player;
+    //PlayerHealth playerHealth;
+    //EnemyHealth enemyHealth;
+    UnityEngine.AI.NavMeshAgent nav;
+
+
+    void Awake ()
+    {
+        player = GameObject.FindGameObjectWithTag ("Player").transform;
+        //playerHealth = player.GetComponent <PlayerHealth> ();
+        //enemyHealth = GetComponent <EnemyHealth> ();
+        nav = GetComponent <UnityEngine.AI.NavMeshAgent> ();
+    }
+
+
+    void Update ()
+    {
+        //if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
+        //{
+            nav.SetDestination (player.position);
+        //}
+        //else
+        //{
+        //    nav.enabled = false;
+        //}
+    }
+}
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Enemy/EnemyMovement.cs.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers.meta
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--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/EnemyManager.cs	
@@ -0,0 +1,28 @@
+using UnityEngine;
+
+public class EnemyManager : MonoBehaviour
+{
+    public PlayerHealth playerHealth;
+    public GameObject enemy;
+    public float spawnTime = 3f;
+    public Transform[] spawnPoints;
+
+
+    void Start ()
+    {
+        InvokeRepeating ("Spawn", spawnTime, spawnTime);
+    }
+
+
+    void Spawn ()
+    {
+        if(playerHealth.currentHealth <= 0f)
+        {
+            return;
+        }
+
+        int spawnPointIndex = Random.Range (0, spawnPoints.Length);
+
+        Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
+    }
+}
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/EnemyManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/EnemyManager.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..2473a11211ca4eda98de481734fbe63d9a8f4863
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/EnemyManager.cs.meta	
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 76a99222b1e4a384e923ac7e86efc709
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs
new file mode 100644
index 0000000000000000000000000000000000000000..ed35c16f97ded81516b0da1a51b1414a451a4044
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs	
@@ -0,0 +1,24 @@
+using UnityEngine;
+
+public class GameOverManager : MonoBehaviour
+{
+    public PlayerHealth playerHealth;
+
+
+    Animator anim;
+
+
+    void Awake()
+    {
+        anim = GetComponent<Animator>();
+    }
+
+
+    void Update()
+    {
+        if (playerHealth.currentHealth <= 0)
+        {
+            anim.SetTrigger("GameOver");
+        }
+    }
+}
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..7d9ff5ee8079408acc807dcf00846b4834b028f8
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/GameOverManager.cs.meta	
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d9c9e0011c2ed97428a4efc03b455359
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs
new file mode 100644
index 0000000000000000000000000000000000000000..b235b9beb92cd4c0eb30db107b12ad6dd3084d0d
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs	
@@ -0,0 +1,24 @@
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections;
+
+public class ScoreManager : MonoBehaviour
+{
+    public static int score;
+
+
+    Text text;
+
+
+    void Awake ()
+    {
+        text = GetComponent <Text> ();
+        score = 0;
+    }
+
+
+    void Update ()
+    {
+        text.text = "Score: " + score;
+    }
+}
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..92465d136471f0302403865a1e0bc5bfba38b7a5
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Managers/ScoreManager.cs.meta	
@@ -0,0 +1,8 @@
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player.meta
new file mode 100644
index 0000000000000000000000000000000000000000..c72ee8a0b6b470ed11b72d255e364890e42a8cea
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player.meta	
@@ -0,0 +1,5 @@
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+folderAsset: yes
+DefaultImporter:
+  userData: 
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs
new file mode 100644
index 0000000000000000000000000000000000000000..c0163bb1b5cbf5f2ceb42a36f6eb7060c5d32c73
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs	
@@ -0,0 +1,87 @@
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections;
+using UnityEngine.SceneManagement;
+
+
+public class PlayerHealth : MonoBehaviour
+{
+    public int startingHealth = 100;
+    public int currentHealth;
+    public Slider healthSlider;
+    public Image damageImage;
+    public AudioClip deathClip;
+    public float flashSpeed = 5f;
+    public Color flashColour = new Color(1f, 0f, 0f, 0.1f);
+
+
+    Animator anim;
+    AudioSource playerAudio;
+    PlayerMovement playerMovement;
+    //PlayerShooting playerShooting;
+    bool isDead;
+    bool damaged;
+
+
+    void Awake ()
+    {
+        anim = GetComponent <Animator> ();
+        playerAudio = GetComponent <AudioSource> ();
+        playerMovement = GetComponent <PlayerMovement> ();
+        //playerShooting = GetComponentInChildren <PlayerShooting> ();
+        currentHealth = startingHealth;
+    }
+
+
+    void Update ()
+    {
+        if(damaged)
+        {
+            damageImage.color = flashColour;
+        }
+        else
+        {
+            damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime);
+        }
+        damaged = false;
+    }
+
+
+    public void TakeDamage (int amount)
+    {
+        damaged = true;
+
+        currentHealth -= amount;
+
+        healthSlider.value = currentHealth;
+
+        playerAudio.Play ();
+
+        if(currentHealth <= 0 && !isDead)
+        {
+            Death ();
+        }
+    }
+
+
+    void Death ()
+    {
+        isDead = true;
+
+        //playerShooting.DisableEffects ();
+
+        anim.SetTrigger ("Die");
+
+        playerAudio.clip = deathClip;
+        playerAudio.Play ();
+
+        playerMovement.enabled = false;
+        //playerShooting.enabled = false;
+    }
+
+
+    public void RestartLevel ()
+    {
+        SceneManager.LoadScene (0);
+    }
+}
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..eacbbcd4dec17eb5c7ebfc5d62aa83efc0684145
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerHealth.cs.meta	
@@ -0,0 +1,8 @@
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+guid: 544f2064df03e95419b4a5147c506b08
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+  serializedVersion: 2
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs
new file mode 100644
index 0000000000000000000000000000000000000000..1a49fc5496952d2d6f8429b5850bbb72502fef5a
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs	
@@ -0,0 +1,57 @@
+using UnityEngine;
+
+public class PlayerMovement : MonoBehaviour
+{
+    public float speed = 6f;
+    Vector3 movement;
+    Animator anim;
+    Rigidbody playerRigidbody;
+    int floorMask;
+    float camRayLenght = 100f;
+
+    private void Awake()
+    {
+        floorMask = LayerMask.GetMask("Floor");
+        anim = GetComponent<Animator>();
+        playerRigidbody = GetComponent<Rigidbody>();
+    }
+
+    private void FixedUpdate()
+    {
+        float h = Input.GetAxisRaw("Horizontal");
+        float v = Input.GetAxisRaw("Vertical");
+
+        Move(h, v);
+        Turning();
+        Animating(h, v);
+
+    }
+
+    private void Move(float h, float v)
+    {
+        movement.Set(h, 0f, v);
+        movement = movement.normalized * speed * Time.deltaTime;
+        playerRigidbody.MovePosition(transform.position + movement);
+    }
+
+    void Turning()
+    {
+        Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);
+        RaycastHit floorHit;
+
+        if(Physics.Raycast(camRay, out floorHit, camRayLenght, floorMask))
+        {
+            Vector3 playerToMouse = floorHit.point - transform.position;
+            playerToMouse.y = 0f;
+
+            Quaternion newRotation = Quaternion.LookRotation(playerToMouse);
+            playerRigidbody.MoveRotation(newRotation);
+        }
+    }
+
+    void Animating(float h, float v)
+    {
+        bool walking = h != 0f || v != 0f;
+        anim.SetBool("IsWalking", walking);
+    }
+}
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..1874e248da83af35e3063fa36ff839746e2f1c6c
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerMovement.cs.meta	
@@ -0,0 +1,8 @@
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs
new file mode 100644
index 0000000000000000000000000000000000000000..567eede21fb816a0207173b7993e9328f46fc8dc
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs	
@@ -0,0 +1,85 @@
+using UnityEngine;
+
+public class PlayerShooting : MonoBehaviour
+{
+    public int damagePerShot = 20;
+    public float timeBetweenBullets = 0.15f;
+    public float range = 100f;
+
+
+    float timer;
+    Ray shootRay = new Ray();
+    RaycastHit shootHit;
+    int shootableMask;
+    ParticleSystem gunParticles;
+    LineRenderer gunLine;
+    AudioSource gunAudio;
+    Light gunLight;
+    float effectsDisplayTime = 0.2f;
+
+
+    void Awake ()
+    {
+        shootableMask = LayerMask.GetMask ("Shootable");
+        gunParticles = GetComponent<ParticleSystem> ();
+        gunLine = GetComponent <LineRenderer> ();
+        gunAudio = GetComponent<AudioSource> ();
+        gunLight = GetComponent<Light> ();
+    }
+
+
+    void Update ()
+    {
+        timer += Time.deltaTime;
+
+		if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0)
+        {
+            Shoot ();
+        }
+
+        if(timer >= timeBetweenBullets * effectsDisplayTime)
+        {
+            DisableEffects ();
+        }
+    }
+
+
+    public void DisableEffects ()
+    {
+        gunLine.enabled = false;
+        gunLight.enabled = false;
+    }
+
+
+    void Shoot ()
+    {
+        timer = 0f;
+
+        gunAudio.Play ();
+
+        gunLight.enabled = true;
+
+        gunParticles.Stop ();
+        gunParticles.Play ();
+
+        gunLine.enabled = true;
+        gunLine.SetPosition (0, transform.position);
+
+        shootRay.origin = transform.position;
+        shootRay.direction = transform.forward;
+
+        if(Physics.Raycast (shootRay, out shootHit, range, shootableMask))
+        {
+            EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> ();
+            if(enemyHealth != null)
+            {
+                enemyHealth.TakeDamage (damagePerShot, shootHit.point);
+            }
+            gunLine.SetPosition (1, shootHit.point);
+        }
+        else
+        {
+            gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range);
+        }
+    }
+}
diff --git a/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs.meta b/unity-survival-shooter/Survival shooter/Assets/Scripts/Player/PlayerShooting.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..e94deda667cb336717b8cc45c11a49dde082590e
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diff --git a/unity-survival-shooter/Survival shooter/Assets/SurvivalShooter_Third-PartyNotice.txt b/unity-survival-shooter/Survival shooter/Assets/SurvivalShooter_Third-PartyNotice.txt
new file mode 100644
index 0000000000000000000000000000000000000000..0d45a567b5da4d281efea8f86f351f76152e0efd
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/SurvivalShooter_Third-PartyNotice.txt	
@@ -0,0 +1,14 @@
+This asset is governed by the Asset Store EULA; however, the following components are governed by the licenses indicated below:
+
+A. Blue Noise
+
+Creative Commons CC0 Public Domain Dedication.
+https://creativecommons.org/publicdomain/zero/1.0/
+
+
+
+B. Luckiest Guy Font 
+
+Apache License
+Version 2.0, January 2004
+http://www.apache.org/licenses/
\ No newline at end of file
diff --git a/unity-survival-shooter/Survival shooter/Assets/SurvivalShooter_Third-PartyNotice.txt.meta b/unity-survival-shooter/Survival shooter/Assets/SurvivalShooter_Third-PartyNotice.txt.meta
new file mode 100644
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diff --git a/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Layout.wlt.meta b/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Layout.wlt.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts.meta b/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Editor.meta b/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Editor.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs b/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
new file mode 100644
index 0000000000000000000000000000000000000000..2e59477a50da411d256602d351c882ede42190f8
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs	
@@ -0,0 +1,158 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+using System;
+using System.IO;
+using System.Reflection;
+
+[CustomEditor(typeof(Readme))]
+[InitializeOnLoad]
+public class ReadmeEditor : Editor {
+	
+	static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
+	
+	static float kSpace = 16f;
+	
+	static ReadmeEditor()
+	{
+		EditorApplication.delayCall += SelectReadmeAutomatically;
+	}
+	
+	static void SelectReadmeAutomatically()
+	{
+		if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
+		{
+			var readme = SelectReadme();
+			SessionState.SetBool(kShowedReadmeSessionStateName, true);
+			
+			if (readme && !readme.loadedLayout)
+			{
+				LoadLayout();
+				readme.loadedLayout = true;
+			}
+		} 
+	}
+	
+	static void LoadLayout()
+	{
+		var assembly = typeof(EditorApplication).Assembly; 
+		var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
+		var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
+		method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false});
+	}
+	
+	[MenuItem("Tutorial/Show Tutorial Instructions")]
+	static Readme SelectReadme() 
+	{
+		var ids = AssetDatabase.FindAssets("Readme t:Readme");
+		if (ids.Length == 1)
+		{
+			var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
+			
+			Selection.objects = new UnityEngine.Object[]{readmeObject};
+			
+			return (Readme)readmeObject;
+		}
+		else
+		{
+			Debug.Log("Couldn't find a readme");
+			return null;
+		}
+	}
+	
+	protected override void OnHeaderGUI()
+	{
+		var readme = (Readme)target;
+		Init();
+		
+		var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f);
+		
+		GUILayout.BeginHorizontal("In BigTitle");
+		{
+			GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
+			GUILayout.Label(readme.title, TitleStyle);
+		}
+		GUILayout.EndHorizontal();
+	}
+	
+	public override void OnInspectorGUI()
+	{
+		var readme = (Readme)target;
+		Init();
+		
+		foreach (var section in readme.sections)
+		{
+			if (!string.IsNullOrEmpty(section.heading))
+			{
+				GUILayout.Label(section.heading, HeadingStyle);
+			}
+			if (!string.IsNullOrEmpty(section.text))
+			{
+				GUILayout.Label(section.text, BodyStyle);
+			}
+			if (!string.IsNullOrEmpty(section.linkText))
+			{
+				if (LinkLabel(new GUIContent(section.linkText)))
+				{
+					Application.OpenURL(section.url);
+				}
+			}
+			GUILayout.Space(kSpace);
+		}
+	}
+	
+	
+	bool m_Initialized;
+	
+	GUIStyle LinkStyle { get { return m_LinkStyle; } }
+	[SerializeField] GUIStyle m_LinkStyle;
+	
+	GUIStyle TitleStyle { get { return m_TitleStyle; } }
+	[SerializeField] GUIStyle m_TitleStyle;
+	
+	GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
+	[SerializeField] GUIStyle m_HeadingStyle;
+	
+	GUIStyle BodyStyle { get { return m_BodyStyle; } }
+	[SerializeField] GUIStyle m_BodyStyle;
+	
+	void Init()
+	{
+		if (m_Initialized)
+			return;
+		m_BodyStyle = new GUIStyle(EditorStyles.label);
+		m_BodyStyle.wordWrap = true;
+		m_BodyStyle.fontSize = 14;
+		
+		m_TitleStyle = new GUIStyle(m_BodyStyle);
+		m_TitleStyle.fontSize = 26;
+		
+		m_HeadingStyle = new GUIStyle(m_BodyStyle);
+		m_HeadingStyle.fontSize = 18 ;
+		
+		m_LinkStyle = new GUIStyle(m_BodyStyle);
+		m_LinkStyle.wordWrap = false;
+		// Match selection color which works nicely for both light and dark skins
+		m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
+		m_LinkStyle.stretchWidth = false;
+		
+		m_Initialized = true;
+	}
+	
+	bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
+	{
+		var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
+
+		Handles.BeginGUI ();
+		Handles.color = LinkStyle.normal.textColor;
+		Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
+		Handles.color = Color.white;
+		Handles.EndGUI ();
+
+		EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
+
+		return GUI.Button (position, label, LinkStyle);
+	}
+}
+
diff --git a/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta
new file mode 100644
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+++ b/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta	
@@ -0,0 +1,12 @@
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diff --git a/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Readme.cs b/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Readme.cs
new file mode 100644
index 0000000000000000000000000000000000000000..48843dbfd7d27e9a51e5244733d010368fc5ad19
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/TutorialInfo/Scripts/Readme.cs	
@@ -0,0 +1,14 @@
+using System;
+using UnityEngine;
+
+public class Readme : ScriptableObject {
+	public Texture2D icon;
+	public string title;
+	public Section[] sections;
+	public bool loadedLayout;
+	
+	[Serializable]
+	public class Section {
+		public string heading, text, linkText, url;
+	}
+}
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diff --git a/unity-survival-shooter/Survival shooter/Assets/Tutorials-SurvivalShooter-Upgrade to 5.pdf b/unity-survival-shooter/Survival shooter/Assets/Tutorials-SurvivalShooter-Upgrade to 5.pdf
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Animation/PlayerAnimatorController.controller.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Animation/PlayerAnimatorController.controller.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts.meta
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs
new file mode 100644
index 0000000000000000000000000000000000000000..c01b3d3b131b1648519c98d6a5e25a7a4e96784a
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs	
@@ -0,0 +1,283 @@
+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
new file mode 100644
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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
new file mode 100644
index 0000000000000000000000000000000000000000..66de94594265fe24a53a17fe43fa8739cf22c210
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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
new file mode 100644
index 0000000000000000000000000000000000000000..175464fb675bfb2ac4adafec5ec9b1eb68acf415
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs	
@@ -0,0 +1,135 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..818f03cf77e84c529b1cb4236a1e00f3f6981bfe
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta	
@@ -0,0 +1,8 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..dc99b6168f920f588ee159e6e5d6a75e92daaba4
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs	
@@ -0,0 +1,101 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..da00025661509cf460cd8b89db93541fdc418628
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta	
@@ -0,0 +1,8 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..db4af85703b737c66e52314efc2932d1a81a5556
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs	
@@ -0,0 +1,84 @@
+#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
new file mode 100644
index 0000000000000000000000000000000000000000..691261d8f8dde1860525e3360b8e878d8e962b5d
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta	
@@ -0,0 +1,8 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..6797e904c7e80a14bbdf9d62b70008b2900cf2bf
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta	
@@ -0,0 +1,5 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..61738c6398ee53e43c98d55cf504a32be61380e9
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs	
@@ -0,0 +1,124 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..279fec3eb588474098fcbd76ee0f3ed4186be0be
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta	
@@ -0,0 +1,8 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..443922abd0808d000dbc1a1aa21c857a0a1d0345
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs	
@@ -0,0 +1,79 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..243f4af2e9419515e10de5353fcf8fc44feef14f
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta	
@@ -0,0 +1,8 @@
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+guid: 9961032f4f02c4f41997c3ea399d2f22
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
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
new file mode 100644
index 0000000000000000000000000000000000000000..4f03b05517f16eaf2bd4fdbbb65e8f6d4d20ac7b
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs	
@@ -0,0 +1,124 @@
+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
diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs.meta b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs.meta
new file mode 100644
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@@ -0,0 +1,8 @@
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diff --git a/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Textures/Joystick.png b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Textures/Joystick.png
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+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/MobileInput/Textures/Joystick.png.meta	
@@ -0,0 +1,48 @@
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+  fileIDToRecycleName:
+    21300000: Joystick
+  serializedVersion: 2
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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
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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
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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
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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
new file mode 100644
index 0000000000000000000000000000000000000000..cc51e6356c7a61c73669d4f19000bb44e805c1b7
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs	
@@ -0,0 +1,18 @@
+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
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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
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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
new file mode 100644
index 0000000000000000000000000000000000000000..37de6db36b2bfd5a06f312e7b01daccf6fd9dde7
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs	
@@ -0,0 +1,31 @@
+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
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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
new file mode 100644
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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
new file mode 100644
index 0000000000000000000000000000000000000000..f873a932e2a1910f772a908f7c06a4292d8414d3
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs	
@@ -0,0 +1,86 @@
+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
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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
new file mode 100644
index 0000000000000000000000000000000000000000..005cfaeac35628797c4931ac961cda306e9d4177
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs	
@@ -0,0 +1,109 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..ac3ed556b197bffcfbb00f1220c88ff3fc29fbb0
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta	
@@ -0,0 +1,8 @@
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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
new file mode 100644
index 0000000000000000000000000000000000000000..934ff60bf04f462a8df895b69df79385c1f58b82
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs	
@@ -0,0 +1,40 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..b79f6deaea4aef5a9894556729b323ca3c47b68f
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta	
@@ -0,0 +1,8 @@
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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
new file mode 100644
index 0000000000000000000000000000000000000000..90a4dbd67fdb34e7d3e96feb69013343eeb8502c
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers.meta	
@@ -0,0 +1,5 @@
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+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
new file mode 100644
index 0000000000000000000000000000000000000000..a4bee02adaa539264771d033b57de45a11766774
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs	
@@ -0,0 +1,15 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..20d736000c59737ebb5fd4fae7e672704af734db
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta	
@@ -0,0 +1,8 @@
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+guid: de4cc967c8e16fa4cb37cebf3eb501c6
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
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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
new file mode 100644
index 0000000000000000000000000000000000000000..63cf3ac8eaf279f3fa20f904dccabf2335c6dd91
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs	
@@ -0,0 +1,14 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..297fa925ada54f3302264a52f4f2537ce3254b64
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta	
@@ -0,0 +1,8 @@
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+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/Helpers/VolumeHandler.cs b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs
new file mode 100644
index 0000000000000000000000000000000000000000..45705a4e7710ecc6cd2ff688015598dca1b8c43d
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs	
@@ -0,0 +1,25 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..9a87c3ce74e073598ca53f1a6811a0948898dec0
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta	
@@ -0,0 +1,8 @@
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+  serializedVersion: 2
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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
new file mode 100644
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--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers.meta	
@@ -0,0 +1,5 @@
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+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
new file mode 100644
index 0000000000000000000000000000000000000000..c8065636ae96cba2d027c729dbd45737774c5296
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs	
@@ -0,0 +1,36 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..6290c4540e21311ea4d30ef754afe3cc04b37415
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta	
@@ -0,0 +1,8 @@
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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
new file mode 100644
index 0000000000000000000000000000000000000000..25dff46ccd8f9710e9be159800fe587c27c2a3fb
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs	
@@ -0,0 +1,30 @@
+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
new file mode 100644
index 0000000000000000000000000000000000000000..4dfbf100a6ba10a34d4e1036afc3863eab8f93c0
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta	
@@ -0,0 +1,8 @@
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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
new file mode 100644
index 0000000000000000000000000000000000000000..9e7fd1ba8d760dfe0c5a963969f4987513a158fd
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs	
@@ -0,0 +1,59 @@
+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
new file mode 100644
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--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta	
@@ -0,0 +1,8 @@
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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
new file mode 100644
index 0000000000000000000000000000000000000000..0e52c43ecbb31fa3062f3dc8160456b0ddb18226
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs	
@@ -0,0 +1,31 @@
+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
new file mode 100644
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@@ -0,0 +1,8 @@
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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
new file mode 100644
index 0000000000000000000000000000000000000000..e078b620abaca3b55eab2089e899f4e264061093
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player.meta	
@@ -0,0 +1,5 @@
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+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
new file mode 100644
index 0000000000000000000000000000000000000000..3b8b20d5dc1d0a4a8a14a623be11939f782e6fdf
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs	
@@ -0,0 +1,110 @@
+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
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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
new file mode 100644
index 0000000000000000000000000000000000000000..69c83bf41dec0d21586e602b15099efb9d691b94
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs	
@@ -0,0 +1,117 @@
+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
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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
new file mode 100644
index 0000000000000000000000000000000000000000..eae7717b8d84034866ba03b73f47c71057236ddf
--- /dev/null
+++ b/unity-survival-shooter/Survival shooter/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs	
@@ -0,0 +1,125 @@
+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
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--- /dev/null
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