diff --git a/README.md b/README.md
index 7fa2dae4d1dae5e2760315704ad2ebc326985f91..73bab3a643aaaa518b129b7cf3057f1592933ae5 100644
--- a/README.md
+++ b/README.md
@@ -1,2 +1,9 @@
 # CP 2019-20
 Blog Link: https://zorrozami.wixsite.com/mysite
+Uploaded whole game (355mb) to test game just download the zip files
+Upladed all the Scripts I wrote
+Uploaded all Sound tracks i wrote
+Uploaded both the scenes I made
+Uploaded Unity Version Controll history / commit history pdf since dashboard cant be made public
+Uploaded all resource references txt
+
diff --git a/Resource doc CP .txt b/Resource doc CP .txt
new file mode 100644
index 0000000000000000000000000000000000000000..9a2a0a547741ef5c9004a4fff20fe3c602f92ba3
--- /dev/null
+++ b/Resource doc CP .txt	
@@ -0,0 +1,13 @@
+** Model and Animation For Character  - https://www.mixamo.com/#/?page=1&query=walk&type=Motion%2CMotionPack
+** Watch -  https://www.youtube.com/watch?v=5ozKp5qC4aA
+https://www.youtube.com/watch?v=U0dlWhB_e0E
+
+**Health Obj source - https://sketchfab.com/3d-models/rpg-health-relic-work-in-progress-4b6dc3367e514d25ab1c776232b80810
+** Hit Particle Source - https://www.google.com/search?q=sparkle+png&client=opera&hs=3kx&sxsrf=ALeKk003shj5akF_KlIYcieXlQ7hYIlpHg:1591929920129&source=lnms&tbm=isch&sa=X&ved=2ahUKEwj44pWLofvpAhULSRUIHRiTDssQ_AUoAXoECA8QAw&biw=1880&bih=949#imgrc=y9LhNS3-bNJqyM
+**PLayer hit sfx : https://freesound.org/people/shelbyshark/sounds/444703/
+**player Footstep sfx: https://freesound.org/people/InspectorJ/sounds/397946/
+**Sword SFX1: https://freesound.org/people/Streety/sounds/30248/
+**Sword SFX2: https://freesound.org/people/LukeSharples/sounds/209081/
+**Sword SFX3: https://freesound.org/people/byronabadia/sounds/444950/
+**Enemy hit SFX: https://freesound.org/people/florianreichelt/sounds/460509/
+**Enemy Death / score SFX: https://freesound.org/people/Scrampunk/sounds/345297/
diff --git a/SFX/FootsteP.mp3 b/SFX/FootsteP.mp3
new file mode 100644
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diff --git a/SFX/Player hit.wav b/SFX/Player hit.wav
new file mode 100644
index 0000000000000000000000000000000000000000..fe945bcf20306732ec85ff817bd51407799d36da
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diff --git a/SFX/bensound-jazzyfrenchy.mp3 b/SFX/bensound-jazzyfrenchy.mp3
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diff --git a/SFX/enemyHit.wav b/SFX/enemyHit.wav
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diff --git a/SFX/running.wav b/SFX/running.wav
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diff --git a/SFX/score.wav b/SFX/score.wav
new file mode 100644
index 0000000000000000000000000000000000000000..6fa34d3e979b9dcb5d6934d7453954de3ee08e7f
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diff --git a/SFX/sword 1.wav b/SFX/sword 1.wav
new file mode 100644
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diff --git a/SFX/sword 2.wav b/SFX/sword 2.wav
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index 0000000000000000000000000000000000000000..a18b93061c1e5c65bf9fe6c9f1fba25a3e725c89
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diff --git a/SFX/sword 3.wav b/SFX/sword 3.wav
new file mode 100644
index 0000000000000000000000000000000000000000..03187c3be8a2aa9ea3a817be9932a4e990a49c28
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diff --git a/Scenes/Menu.unity b/Scenes/Menu.unity
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diff --git a/Scripts/EnemyAI.cs b/Scripts/EnemyAI.cs
new file mode 100644
index 0000000000000000000000000000000000000000..aaff676f131a6f11611528fa885f4b6e03d61a1e
--- /dev/null
+++ b/Scripts/EnemyAI.cs
@@ -0,0 +1,148 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine.UI;
+using UnityEngine;
+
+//Adapted from: https://www.youtube.com/watch?v=gXpi1czz5NA&t=1001s
+
+public class EnemyAI : MonoBehaviour
+{
+    // Start is called before the first frame update
+
+    public Transform  player;
+    private Animator anim;
+
+    public Slider healthBar;
+    public static bool isHit;
+    public bool isAlive;
+
+    public ParticleSystem hitEffect; //particle system
+
+    public AudioSource hitSFX;
+    public AudioClip hit;
+    public AudioClip score;
+
+    //Animator enemyAnims;
+
+    void Start()
+    {
+        anim = GetComponent<Animator>();
+        isAlive = true;
+        
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        if(healthBar.value <= 0)
+        {
+            
+            return;
+        }
+
+        Vector3 direction = player.position - this.transform.position;
+        float angle = Vector3.Angle(direction, this.transform.position);
+
+        if (Vector3.Distance( player.position, this.transform.position)< 20)//DETECTION RANGE
+        {
+           
+            direction.y = 0;
+
+            this.transform.rotation = Quaternion.Slerp(this.transform.rotation,
+                                       Quaternion.LookRotation(direction), 0.08f); // ROTATION / LOOK TOWARDS PLAYER SPEED   
+
+            anim.SetBool("idle", false);
+
+            if(direction.magnitude > 6) // When distance from player is greater than 6 AI runs
+            {
+                this.transform.Translate(0, 0, 0.07f);
+                anim.SetBool("run", true);
+                anim.SetBool("attack", false);
+                anim.SetBool("walk", false);
+                anim.SetBool("hit", false);
+            }
+            else if (direction.magnitude >= 4)
+            {
+                this.transform.Translate(0, 0, 0.03f);// When distance from player is greater than 6 AI Walks
+                anim.SetBool("run", false);
+                anim.SetBool("attack", false);
+                anim.SetBool("walk", true);
+                anim.SetBool("hit", false);
+            }
+            else if(direction.magnitude >=2)
+            {
+                this.transform.Translate(0, 0, 0.02f);// When distance from player is greater than 6 AI Attacks
+                anim.SetBool("attack", true);
+                anim.SetBool("walk", false);
+                anim.SetBool("run", false);
+                anim.SetBool("hit", false);
+            }
+            else if( isHit == true)
+            {
+                
+                anim.SetBool("hit", true);
+                anim.SetBool("attack", false);
+                anim.SetBool("walk", false);
+                anim.SetBool("run", false);
+                hitEffect.Play();
+                hitSFX.clip = hit;
+                hitSFX.Play();
+            }
+
+        }
+        else
+        {
+            anim.SetBool("idle", true);
+            anim.SetBool("walk", false);
+            anim.SetBool("attack", false);
+            anim.SetBool("run", false);
+            anim.SetBool("hit", false);
+        }
+
+        
+    }
+
+    private void OnTriggerEnter(Collider enemy)
+    {
+        if (isAlive == true)
+        {
+
+            if (enemy.gameObject.tag == "swords")//Take Damage when hit by GameObjects tagged "swords" <---Weapons
+            {
+                Debug.Log("HITTING");
+                isHit = true; //Triggers the getting hit animation on hit
+                healthBar.value -= 25;
+               
+
+            }
+            else if(enemy.gameObject.tag == "magicBalls")
+            {
+                Debug.Log("MAGICCCCCC");
+                isHit = true;
+                healthBar.value -= 75;
+                
+            }
+            else
+            {
+                isHit = false;
+            }
+
+            if (healthBar.value <= 0)//When health is <= 0 triggers death animation and sets alive state to false
+            {
+                anim.SetBool("isDead", true);
+                isAlive = false;
+                hitSFX.clip = score;
+                hitSFX.Play();
+                
+
+            }
+        }
+        //try is dead is true as well*********
+        else if (!isAlive) //When alive state is false i.e. the bot dies call in the "Score" script and add 100 to the default score value <--- Score system
+        {
+            Score.defaultScore += 100; //Importing the Score Script so that it gets activated everytime an AI bot Dies
+        }
+
+
+    }
+}
diff --git a/Scripts/Movements.cs b/Scripts/Movements.cs
new file mode 100644
index 0000000000000000000000000000000000000000..3a21b60c59142694a642e071bf9f53adafe6a677
--- /dev/null
+++ b/Scripts/Movements.cs
@@ -0,0 +1,28 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Movements : MonoBehaviour
+{
+    // Start is called before the first frame update
+    public Animator anim;
+
+
+    void Start()
+    {
+        anim.SetFloat("vertical", Input.GetAxis("Vertical"));
+        anim.SetFloat("horizontal", Input.GetAxis("Horizontal"));
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        if(Input.GetKey("w"))
+        {
+            anim.SetFloat("vertical", 0);
+        }
+        else if (Input.GetKeyUp("w")){
+            anim.SetFloat("vertical", 1);
+        }
+    }
+}
diff --git a/Scripts/PlayerHealth.cs b/Scripts/PlayerHealth.cs
new file mode 100644
index 0000000000000000000000000000000000000000..539700d86d0dddf646ee5392af3b043535e0eb45
--- /dev/null
+++ b/Scripts/PlayerHealth.cs
@@ -0,0 +1,73 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine.UI;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+//Used this Script In a seperate Cylinder Collider for the player object instead of adding it directly to the player object is because if added directly to the player object it causes problem with detection when enemy hits the shield, causing player to take damage through the shield
+
+public class PlayerHealth : MonoBehaviour
+{
+    
+    public Slider playerHealth;
+    public AudioSource hitAudio;
+
+    public GameObject loseMassege;
+    public GameObject winMassege;
+    public GameObject instructions;
+    public string menuScreen;
+    
+
+    void Start()
+    {
+        playerHealth.value = 200;
+        loseMassege.SetActive(false);
+        winMassege.SetActive(false);
+        instructions.SetActive(true);
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        StartCoroutine("WaitForInstructions");
+        if(playerHealth.value <= 0)
+        {
+            Debug.Log("player dead");
+            loseMassege.SetActive(true);
+            StartCoroutine("WaitForSec");
+        }
+        if(Score.defaultScore >= 800)
+        {
+            Debug.Log("player Win");
+            winMassege.SetActive(true);
+            StartCoroutine("WaitForSec");
+        }
+    }
+
+    private void OnTriggerEnter(Collider player)
+    {
+        if(player.gameObject.tag == "enemy")
+        {
+            playerHealth.value -= 25;
+            hitAudio.Play();
+        } 
+        
+    }
+
+    IEnumerator WaitForSec()
+    {
+        yield return new WaitForSeconds(3);
+        Destroy(loseMassege);
+        SceneManager.LoadScene(menuScreen);
+        Cursor.lockState = CursorLockMode.None;
+
+        yield return new WaitForSeconds(5);
+        instructions.SetActive(false);
+    }
+    IEnumerator WaitForInstructions()
+    {
+        
+        yield return new WaitForSeconds(5);
+        Destroy(instructions);
+    }
+}
diff --git a/Scripts/PlayerViewLock.cs b/Scripts/PlayerViewLock.cs
new file mode 100644
index 0000000000000000000000000000000000000000..a58339c569ed670ac148f225dbbc03023809945a
--- /dev/null
+++ b/Scripts/PlayerViewLock.cs
@@ -0,0 +1,26 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+//Code Ref: https://www.firemind-academy.com/p/create-healthbar-in-3d-space-unity/
+
+public class PlayerViewLock : MonoBehaviour
+{
+    // Start is called before the first frame update
+    public Camera player;
+
+    void Start()
+    {
+       
+
+    }
+
+    // Update is called once per frame
+    void Update() //Rotates the enemy healthBar based on and to face the Player
+    {
+        Vector3 lookDir = player.transform.position - transform.position;
+        lookDir.x = lookDir.z = 0.0f;
+        transform.LookAt(player.transform.position - lookDir);
+        transform.Rotate(0, 0, 0); //Look Angle
+    }
+}
diff --git a/Scripts/Score.cs b/Scripts/Score.cs
new file mode 100644
index 0000000000000000000000000000000000000000..a041645f3636fd41859e8c4bf73c7f5b09b07d6c
--- /dev/null
+++ b/Scripts/Score.cs
@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class Score : MonoBehaviour
+{
+    // Start is called before the first frame update
+    public static int defaultScore;
+    public Text score;
+
+    void Start()
+    {
+        score.GetComponent<Text>();
+        defaultScore = 0;
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        score.text = "Score : " + defaultScore;
+    }
+}
diff --git a/Scripts/healthPicked.cs b/Scripts/healthPicked.cs
new file mode 100644
index 0000000000000000000000000000000000000000..391dda5dc2fa6cb5aeb5de70e070c5547c89cf99
--- /dev/null
+++ b/Scripts/healthPicked.cs
@@ -0,0 +1,19 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class healthPicked : MonoBehaviour
+{
+    public Slider healthBar;
+
+    private void OnTriggerEnter(Collider health)
+    {
+        if(health.gameObject.tag == "Player") //Disappears when picked
+        {
+            this.gameObject.SetActive(false);
+            healthBar.value += 50;
+            Debug.Log("HPUP");
+        }
+    }
+}
diff --git a/Scripts/menu.cs b/Scripts/menu.cs
new file mode 100644
index 0000000000000000000000000000000000000000..714ecf4ac960e1313c57c5e988e1a152ad9b167a
--- /dev/null
+++ b/Scripts/menu.cs
@@ -0,0 +1,19 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+public class menu : MonoBehaviour
+{
+    // Start is called before the first frame update
+    public string gameScene;
+   
+    public void Play()
+    {
+        SceneManager.LoadScene(gameScene);
+    }
+    public void Exit()
+    {
+        Application.Quit();
+    }
+}
diff --git a/Scripts/mouseLook.cs b/Scripts/mouseLook.cs
new file mode 100644
index 0000000000000000000000000000000000000000..b585201458b6b6ac360d0c7cf8809e3d57716f24
--- /dev/null
+++ b/Scripts/mouseLook.cs
@@ -0,0 +1,29 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class mouseLook : MonoBehaviour
+{
+    public float mouseSensitivity = 100f;
+    public Transform playerBody;
+    float xRotation = 0f;
+    // Start is called before the first frame update
+    void Start()
+    {
+        Cursor.lockState = CursorLockMode.Locked;
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        float mousex = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime; //to adjust speed based on the last time the update functon was called 
+        float mousey = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
+
+        xRotation -= mousey;
+        xRotation = Mathf.Clamp(xRotation, -90f, 90f);
+        transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
+
+        playerBody.Rotate(Vector3.up * mousex);
+
+    }
+}
diff --git a/Scripts/pickUp.cs b/Scripts/pickUp.cs
new file mode 100644
index 0000000000000000000000000000000000000000..54516c0119d9798edd002a3c5fc9613a88b3e8a5
--- /dev/null
+++ b/Scripts/pickUp.cs
@@ -0,0 +1,91 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class pickUp : MonoBehaviour
+{
+
+    public GameObject picked;
+    public GameObject pick;
+
+    public GameObject pickedKatana;
+    public GameObject pickKatana;
+
+    public GameObject pickedDarkSword;
+    public GameObject pickDarkSword;
+
+    public GameObject pickedModernSword;
+    public GameObject pickModernSword;
+
+    public GameObject shieldPickUp;
+    public GameObject shieldPicked;
+    public bool isEquipped;
+    // Start is called before the first frame update
+    void Start()//Primarily deacivating all puickupable and usable objects
+    {
+        picked.SetActive(false);
+        pickedKatana.SetActive(false);
+        pickedDarkSword.SetActive(false);
+        pickedModernSword.SetActive(false);
+        shieldPicked.SetActive(false);
+    }
+    private void OnTriggerEnter(Collider weaponCollider)
+    {
+        if (isEquipped || !isEquipped) //Calling these conditions while in or not in Equipped state so that, player can pick another weapon while player is equipped or is not
+        {
+            if (weaponCollider.gameObject.tag == "pickupObj") //Picks up the sword Tagged "pickupObj" and deactivates the rests ---> similar goes for The next weapons
+            {
+                picked.SetActive(true); // makes picked up weapon visible on hand
+                pick.SetActive(false);// makes picked up weapon invisible from Pickup location
+
+                pickedKatana.SetActive(false);
+                pickedDarkSword.SetActive(false);
+                pickedModernSword.SetActive(false);
+
+                isEquipped = true;
+            }
+            else if (weaponCollider.gameObject.tag == "katana")
+            {
+                pickedKatana.SetActive(true);
+                pickKatana.SetActive(false);
+
+                picked.SetActive(false);
+                pickedDarkSword.SetActive(false);
+                pickedModernSword.SetActive(false);
+
+                isEquipped = true;
+            }
+            else if (weaponCollider.gameObject.tag == "darkSword")
+            {
+                pickedDarkSword.SetActive(true);
+                pickDarkSword.SetActive(false);
+
+                picked.SetActive(false);
+                pickedKatana.SetActive(false);
+                pickedModernSword.SetActive(false);
+
+                isEquipped = true;
+            }
+            else if (weaponCollider.gameObject.tag == "bigSword")
+            {
+                pickedModernSword.SetActive(true);
+                pickModernSword.SetActive(false);
+
+                picked.SetActive(false);
+                pickedKatana.SetActive(false);
+                pickedDarkSword.SetActive(false);
+
+                isEquipped = true;
+            }
+
+            if(weaponCollider.gameObject.tag == "shield")
+            {
+                shieldPicked.SetActive(true);
+                shieldPickUp.SetActive(false);
+                isEquipped = true;
+            }
+        }
+    }
+
+
+}
diff --git a/Scripts/playerMovememnt.cs b/Scripts/playerMovememnt.cs
new file mode 100644
index 0000000000000000000000000000000000000000..c0a5b5546546f846c8a7fe796b7610e0beb94aa7
--- /dev/null
+++ b/Scripts/playerMovememnt.cs
@@ -0,0 +1,450 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+//melee Combo technique ref : https://www.grimoirehex.com/unity-3d-combo-animation/
+
+public class playerMovememnt : MonoBehaviour
+{
+    // Start is called before the first frame update
+    public CharacterController controller;
+    public float speed = 1f;
+    public float runningSpeed = 1.5f;
+    Vector3 velocity;
+    public float gravity = -9.81f;
+
+    public float jumpHeight = 10;
+    public Transform groundCheck;
+    public float groundDistacne = 0.4f;
+    public LayerMask groundMask;
+
+    //ground check;
+    bool isGrounded;
+
+    //EquipmentCheck
+    public bool isEquipped;
+
+
+    //Combat
+    public int noOfClicks = 0;
+    public bool canClick;
+    Animator anim;
+    public bool isBlocking;
+
+    //Combat SFX
+    public AudioSource combatSFX;
+    public AudioClip atk1;
+    public AudioClip atk2;
+    public AudioClip atk3;
+
+    //Audio 
+    public AudioClip footStep;
+    public AudioSource playerSFX;
+    public AudioClip running;
+
+    public AudioSource bgm;
+
+    
+    
+
+    
+
+    void Start()
+    {
+        anim = GetComponent<Animator>();
+        noOfClicks = 0;
+        canClick = true;
+        isBlocking = false;
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+
+        
+        
+        ControllerMovements();
+        UnEquippedMovements();
+        EquipedMovements();
+        if (Input.GetMouseButtonDown(0))
+        {
+            ComboStarter();
+        }
+
+        magicStateMoves();
+        playerAudioSFX();
+
+        bgm.Play();
+
+
+    }
+
+    private void playerAudioSFX()
+    {
+        if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D))
+        {
+            playerSFX.clip = footStep;
+            if (!playerSFX.isPlaying)
+            {
+                playerSFX.Play();
+            }
+        }
+        else if (Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.S) || Input.GetKeyUp(KeyCode.D))
+        {
+            playerSFX.clip = footStep;
+            if (playerSFX.isPlaying)
+            {
+                playerSFX.Stop();
+            }
+        }
+        if (Input.GetKeyDown(KeyCode.LeftShift))
+        {
+            playerSFX.clip = running;
+            if (!playerSFX.isPlaying)
+            {
+                playerSFX.Play();
+            }
+        }else if(Input.GetKeyUp(KeyCode.LeftShift)){
+            playerSFX.clip = running;
+            if (playerSFX.isPlaying)
+            {
+                playerSFX.Stop();
+            }
+        }
+
+
+
+
+
+    }
+
+
+    private void ControllerMovements()
+    {
+        isGrounded = Physics.CheckSphere(groundCheck.position, groundDistacne, groundMask);//Checks if the groundCheck object is touching the object masked with "gorund" Layer
+        if (isGrounded && velocity.y < 0) //Stops incrementing velocity if player is on gorund
+        {
+            velocity.y = -2f;
+            Debug.Log("isGornded");
+        }
+
+        float x = Input.GetAxis("Horizontal");
+        float z = Input.GetAxis("Vertical");
+
+        Vector3 move = transform.right * x + transform.forward * z;
+        //Vector3 run = (transform.right * x) + (transform.forward * z);
+        controller.Move(move * speed * Time.deltaTime);
+        
+
+        if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.W) && isGrounded)
+        {
+            controller.Move(move * runningSpeed * Time.deltaTime);
+            Debug.Log("Forrest is Running");
+        }
+        else if (isGrounded)
+        {
+            controller.Move(move * speed * Time.deltaTime);
+        }
+
+        if (Input.GetButtonDown("Jump") && isGrounded)
+        {
+            velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
+
+        }
+
+        if (Input.GetMouseButtonDown(1)) // Added blocking animations in update fucntion instead of a specific state so that is works in all states
+        {
+            anim.SetBool("blooock", true);
+        }
+        if (Input.GetMouseButtonUp(1))
+        {
+            anim.SetBool("blooock", false);
+        }
+        
+
+
+        velocity.y += gravity * Time.deltaTime;
+        controller.Move(velocity * Time.deltaTime);
+
+       
+        
+    }
+
+    private void OnTriggerEnter(Collider Player)
+    {
+        if(Player.gameObject.tag == "pickupObj" || Player.gameObject.tag == "katana" || Player.gameObject.tag == "darkSword" || Player.gameObject.tag == "bigSword")
+        {
+            isEquipped = true;
+            anim.SetInteger("equipe", 1);
+            Debug.Log("collider is working");
+            
+        }
+    }
+
+    private void UnEquippedMovements()
+    {
+        //Jumps
+        if (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.W) && isGrounded)
+        {
+            anim.SetInteger("jumpTrig", 1);
+        }
+        if (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.W) && Input.GetKey(KeyCode.LeftShift) && isGrounded)
+        {
+            anim.SetInteger("jumpTrig", 1);
+        }
+        if (Input.GetKey(KeyCode.Space))
+        {
+            anim.SetInteger("jumpTrig", 1);
+        }
+        else
+        {
+            anim.SetInteger("jumpTrig", 2);
+        }
+
+
+        //Vertical  movement animation triggers
+        if (Input.GetKey(KeyCode.W))
+        {
+            anim.SetInteger("vertMove", 1);
+            
+        }
+        else if (Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.S))
+        {
+            anim.SetInteger("vertMove", 0);
+        }
+        else if (Input.GetKey(KeyCode.S))
+        {
+            anim.SetInteger("vertMove", 2);
+        }
+
+        //Sprint Animation Triggeres
+        if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.W) && isGrounded)
+        {
+            anim.SetInteger("runVert", 1);
+        }
+        else
+        {
+            anim.SetInteger("runVert", 0);
+        }
+
+        //Horizontal  movement animation triggers
+        if (Input.GetKey(KeyCode.A))
+        {
+            anim.SetInteger("horizonMove", 1);
+        }
+        else if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D))
+        {
+            anim.SetInteger("horizonMove", 0);
+        }
+        else if (Input.GetKey(KeyCode.D))
+        {
+            anim.SetInteger("horizonMove", 2);
+        }
+    }
+
+    private void EquipedMovements()
+    {
+        if (isEquipped == true)
+        {
+            anim.SetInteger("equipe", 1);
+
+            if (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.W) && isGrounded)
+            {
+                anim.SetInteger("jumpTrig", 3);
+            }
+            if (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.W) && Input.GetKey(KeyCode.LeftShift) && isGrounded)
+            {
+                anim.SetInteger("jumpTrig", 3);
+            }
+            if (Input.GetKey(KeyCode.Space))
+            {
+                anim.SetInteger("jumpTrig", 3);
+            }
+            else
+            {
+                anim.SetInteger("jumpTrig", 0); // changed 4 - 0 **reminder
+            }
+
+
+            //Vertical  movement animation triggers
+            if (Input.GetKey(KeyCode.W))
+            {
+                anim.SetInteger("vertMove", 3);
+            }
+            else if (Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.S))
+            {
+                anim.SetInteger("vertMove", 0);
+            }
+            else if (Input.GetKey(KeyCode.S))
+            {
+                anim.SetInteger("vertMove", 4);
+            }
+
+            //Sprint Animation Triggeres
+            if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.W) && isGrounded)
+            {
+                anim.SetInteger("runVert", 2);
+            }
+            else
+            {
+                anim.SetInteger("runVert", 0);
+            }
+
+            //Horizontal  movement animation triggers
+            if (Input.GetKey(KeyCode.A))
+            {
+                anim.SetInteger("horizonMove", 3);
+            }
+            else if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D))
+            {
+                anim.SetInteger("horizonMove", 0);
+            }
+            else if (Input.GetKey(KeyCode.D))
+            {
+                anim.SetInteger("horizonMove", 4);
+            }
+
+            
+
+        }
+    }
+
+    private void magicStateMoves()
+    {
+        if (throwObj.magicState == true)
+        {
+                anim.SetInteger("magicState", 1);
+
+                if (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.W) && isGrounded)
+                {
+                    anim.SetInteger("jumpTrig", 4);
+                }
+                if (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.W) && Input.GetKey(KeyCode.LeftShift) && isGrounded)
+                {
+                    anim.SetInteger("jumpTrig", 4);
+                }
+                if (Input.GetKey(KeyCode.Space))
+                {
+                    anim.SetInteger("jumpTrig", 4);
+                }
+                else
+                {
+                    anim.SetInteger("jumpTrig", 0); // changed 4 - 0 **reminder
+                }
+
+
+                //Vertical  movement animation triggers
+                if (Input.GetKey(KeyCode.W))
+                {
+                    anim.SetInteger("vertMove", 5);
+                }
+                else if (Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.S))
+                {
+                    anim.SetInteger("vertMove", 0);
+                }
+                else if (Input.GetKey(KeyCode.S))
+                {
+                    anim.SetInteger("vertMove", 6);
+                }
+
+                //Sprint Animation Triggeres
+                if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.W) && isGrounded)
+                {
+                    anim.SetInteger("runVert", 3);
+                }
+                else
+                {
+                    anim.SetInteger("runVert", 0);
+                }
+
+                //Horizontal  movement animation triggers
+                if (Input.GetKey(KeyCode.A))
+                {
+                    anim.SetInteger("horizonMove", 5);
+                }
+                else if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D))
+                {
+                    anim.SetInteger("horizonMove", 0);
+                }
+                else if (Input.GetKey(KeyCode.D))
+                {
+                    anim.SetInteger("horizonMove", 6);
+                }
+            //
+            if (Input.GetMouseButtonDown(0))
+            {
+                Debug.Log("magicJump");
+                anim.SetBool("ma", true);
+            }
+            else 
+            {
+                anim.SetBool("ma", false);
+            }
+        }
+        else if(throwObj.magicState != true)
+        {
+            anim.SetInteger("magicState", 0);
+        }
+    }
+
+    void ComboStarter()
+    {
+        if (isEquipped)
+        {
+            if (canClick)
+            {
+                noOfClicks++;
+            }
+            if (noOfClicks == 1)
+            {
+                anim.SetInteger("attack", 1);
+            }
+        }
+
+    }
+
+    public void ComboCheck()
+    {
+
+        canClick = false;
+
+        if (anim.GetCurrentAnimatorStateInfo(0).IsName("Sword And Shield Slash") && noOfClicks == 1)
+        {//If the first animation is still playing and only 1 click has happened, return to idle
+            anim.SetInteger("attack", 0);
+            canClick = true;
+            noOfClicks = 0;
+            combatSFX.clip = atk1;
+            combatSFX.Play();
+        }
+        else if (anim.GetCurrentAnimatorStateInfo(0).IsName("Sword And Shield Slash") && noOfClicks >= 2)
+        {//If the first animation is still playing and at least 2 clicks have happened, continue the combo          
+            anim.SetInteger("attack", 2);
+            canClick = true;
+            combatSFX.clip = atk2;
+            combatSFX.Play();
+        }
+        else if (anim.GetCurrentAnimatorStateInfo(0).IsName("Sword And Shield Slash 0") && noOfClicks == 2)
+        {  //If the second animation is still playing and only 2 clicks have happened, return to idle         
+            anim.SetInteger("attack", 0);
+            canClick = true;
+            noOfClicks = 0;
+            combatSFX.clip = atk2;
+            combatSFX.Play();
+        }
+        else if (anim.GetCurrentAnimatorStateInfo(0).IsName("Sword And Shield Slash 0") && noOfClicks >= 3)
+        {  //If the second animation is still playing and at least 3 clicks have happened, continue the combo         
+            anim.SetInteger("attack", 3);
+            canClick = true;
+            combatSFX.clip = atk3;
+            combatSFX.Play();
+        }
+        else if (anim.GetCurrentAnimatorStateInfo(0).IsName("Sword And Shield Attack"))
+        { //Since this is the third and last animation, return to idle          
+            anim.SetInteger("attack", 0);
+            canClick = true;
+            noOfClicks = 0;
+        }
+    }
+
+
+}
diff --git a/Scripts/shieldColToggle.cs b/Scripts/shieldColToggle.cs
new file mode 100644
index 0000000000000000000000000000000000000000..22ca41b19344576093383fae723aba99c063c8cc
--- /dev/null
+++ b/Scripts/shieldColToggle.cs
@@ -0,0 +1,27 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class shieldColToggle : MonoBehaviour
+{
+    // Start is called before the first frame update
+    public Collider cols;
+    void Start()
+    {
+        cols = GetComponent<Collider>(); //gets the collider component of this GameObject
+    }
+
+    // Update is called once per frame
+
+    void Update() //updates everyframe so that the collider toggles and stays that way every frame Rigth mouse button is pressed
+    {
+        if (Input.GetMouseButtonDown(1))
+        {
+            cols.enabled = true;
+        }
+        else if (Input.GetMouseButtonUp(1))
+        {
+            cols.enabled = false;
+        }
+    }
+}
diff --git a/Scripts/throwObj.cs b/Scripts/throwObj.cs
new file mode 100644
index 0000000000000000000000000000000000000000..f4baf8b1e06e4b0ff06891bc8730bcb6071c4cd2
--- /dev/null
+++ b/Scripts/throwObj.cs
@@ -0,0 +1,46 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+//Adapted from 2 tutorials : grabbing: https://www.youtube.com/watch?v=bA12WEA5MLo , thorwing: https://www.youtube.com/watch?v=_xMhkK6GTXA
+
+public class throwObj : MonoBehaviour
+{
+    RaycastHit grabRay;
+    GameObject grabAble;
+    public Transform grabPos;
+
+    public float force = 200;
+    public GameObject throwDirection;
+
+    public static bool magicState;
+
+    // Start is called before the first frame update
+    void Start()
+    {
+        
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        if (Input.GetKey("e") && Physics.Raycast(transform.position, transform.forward, out grabRay, 50) && grabRay.transform.GetComponent<Rigidbody>())
+        {
+            grabAble = grabRay.transform.gameObject;
+            magicState = true;
+        }
+        else if(Input.GetMouseButtonUp(0))
+        {
+            grabAble.GetComponent<Rigidbody>().AddForce(throwDirection.transform.forward*force) ;
+            grabAble = null;
+            magicState = false;
+        }
+
+        if (grabAble)
+        {
+            grabAble.GetComponent<Rigidbody>().velocity = (grabPos.position - grabAble.transform.position) * 50;
+        }
+    }
+
+    
+}
diff --git a/Unity Dashboard - Version Control History.pdf b/Unity Dashboard - Version Control History.pdf
new file mode 100644
index 0000000000000000000000000000000000000000..6ad3ccc522b4bb8953fe30100b02b72641368a8e
Binary files /dev/null and b/Unity Dashboard - Version Control History.pdf differ