diff --git a/Assets/Prefabs/Weapon/Magic_Sword.prefab b/Assets/Prefabs/Weapon/Magic_Sword.prefab
index 6dca15ae0adfd93304ee1eed4c65dae988242ac0..6457a8e7e94cdd2ae5bde4cc909c1a666e7d5aa3 100644
--- a/Assets/Prefabs/Weapon/Magic_Sword.prefab
+++ b/Assets/Prefabs/Weapon/Magic_Sword.prefab
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diff --git a/Assets/Prefabs/Weapon/WeaponHolder.prefab b/Assets/Prefabs/Weapon/WeaponHolder.prefab
index a98d9703f1905aa8d4007d8a3183041021a864c4..300c95378c0149e0456c4242d749a1fbabc5798c 100644
--- a/Assets/Prefabs/Weapon/WeaponHolder.prefab
+++ b/Assets/Prefabs/Weapon/WeaponHolder.prefab
@@ -5729,7 +5729,7 @@ Transform:
   m_Children:
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-  - {fileID: 6554178630619007139}
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@@ -6155,84 +6155,6 @@ Transform:
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diff --git a/Assets/Scripts/Player/PlayerSword.cs b/Assets/Scripts/Player/PlayerSword.cs
index e0296a81aa4898c861baa7a16d5f3eed35f9dd78..034ac2c351a2889c828bda5a4f8e8983ac4913ff 100644
--- a/Assets/Scripts/Player/PlayerSword.cs
+++ b/Assets/Scripts/Player/PlayerSword.cs
@@ -1,41 +1,39 @@
-using System.Collections;
-using UnityEngine;
-using UnityEngine.InputSystem;
-
-public class PlayerSword : MonoBehaviour
-{
-    public static int baseDamagePerTouch = 50;
-    public static int damagePerTouch = 50;
-    public InputControl playerControls;
-    private InputAction fire;
-    private bool isPlayed;
-    Animator anim;
-
-
-    private void Clicked(InputAction.CallbackContext context)
-    {
-        if (isPlayed)
-        {
-            if (context.performed)
-            {
-                anim.SetBool("IsSwing", true);
-            }
-            else if (context.canceled)
-            {
-                anim.SetBool("IsSwing", false);
-            }
-        }
-        
-        
-    }
-
-    private void OnEnable()
-    {
-        fire = playerControls.Player.Fire;
-        fire.Enable();
-        fire.performed += Clicked;
-        fire.canceled += Clicked;
-
+using System.Collections;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+public class PlayerSword : MonoBehaviour
+{
+    public static int baseDamagePerTouch = 50;
+    public static int damagePerTouch = 50;
+    public InputControl playerControls;
+    private InputAction fire;
+    Animator anim;
+
+
+    private void Clicked(InputAction.CallbackContext context)
+    {
+        {
+            if (context.performed)
+            {
+                anim.SetBool("IsSwing", true);
+            }
+            else if (context.canceled)
+            {
+                anim.SetBool("IsSwing", false);
+            }
+        }
+        
+        
+    }
+
+    private void OnEnable()
+    {
+        fire = playerControls.Player.Fire;
+        fire.Enable();
+        fire.performed += Clicked;
+        fire.canceled += Clicked;
+
     }
 
 	static public void upgrade()
@@ -45,51 +43,40 @@ public class PlayerSword : MonoBehaviour
 	}
 
 
-	private void OnDisable()
-    {
-        fire.Disable();
-    }
-
-    void Awake()
-    {
-        playerControls = new InputControl();
-        isPlayed = false;
-        anim = GetComponent<Animator>();
-    }
-
-    public void buffDamage(float damageMultiplier)
-    {
-        damagePerTouch = (int)(damageMultiplier * baseDamagePerTouch);
-    }
-
-    public void removeBuff()
-    {
-        damagePerTouch = baseDamagePerTouch;
-    }
-
-    public void OnGameStop(Component sender, object data)
-    {
-        isPlayed = false;
-    }
-
-    public void OnGameStart(Component sender, object data)
-    {
-        isPlayed = true;
-    }
-
-    void OnTriggerEnter(Collider other)
-    {
-        if (other.CompareTag("Enemy"))
-        {
-            if (fire.ReadValue<float>() == 1)
-            {
-                EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>();
-                if (enemyHealth != null)
-                {
-                    enemyHealth.TakeDamage(damagePerTouch, transform.position);
-                }
-            }
-            
-        }
-    }
-}
+	private void OnDisable()
+    {
+        fire.Disable();
+    }
+
+    void Awake()
+    {
+        playerControls = new InputControl();
+        anim = GetComponent<Animator>();
+    }
+
+    public void buffDamage(float damageMultiplier)
+    {
+        damagePerTouch = (int)(damageMultiplier * baseDamagePerTouch);
+    }
+
+    public void removeBuff()
+    {
+        damagePerTouch = baseDamagePerTouch;
+    }
+
+    void OnTriggerEnter(Collider other)
+    {
+        if (other.CompareTag("Enemy"))
+        {
+            if (fire.ReadValue<float>() == 1)
+            {
+                EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>();
+                if (enemyHealth != null)
+                {
+                    enemyHealth.TakeDamage(damagePerTouch, transform.position);
+                }
+            }
+            
+        }
+    }
+}