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+/*--------------------------------------
+Ghost character Free
+© 2023 SigmoidButton
+----------------------------------------
+-------------------
+Description
+-------------------
+Recommended Render Pipeline : URP
+Each of the models have the number of Material is 1.
+Each of the models have the number of Textures is 2.
+Texture size 1024 x 1024 pixels.
+Texture type : BaseColor, Occlusion, Normal
+
+-------------------
+About Shader
+-------------------
+Shader file requires "Shader Graph".
+Would you please install "Shader Graph" from Package Manager.
+
+Would you please set the appropriate texture on item of texture in surface inputs of the Shader file.
+
+-------------------
+About Scripts
+-------------------
+Scripts in the package is for "DemoScene" scene only.
+It is not recommended for any other use.
+
+-------------------
+Polygon
+-------------------
+Ghost 6096 triangles
+Block 44 triangles
+
+-------------------
+Animation
+-------------------
+attack
+attack_shift
+dissolve
+idle
+run
+surprised
+
+----------------------------------------*/
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diff --git a/Assets/GhostCharacter_Free/Scripts/GhostScript.cs b/Assets/GhostCharacter_Free/Scripts/GhostScript.cs
new file mode 100644
index 0000000000000000000000000000000000000000..8fdc245550404bddc705b180f1bfdf2edbddd239
--- /dev/null
+++ b/Assets/GhostCharacter_Free/Scripts/GhostScript.cs
@@ -0,0 +1,319 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Sample {
+public class GhostScript : MonoBehaviour
+{
+    private Animator Anim;
+    private CharacterController Ctrl;
+    private Vector3 MoveDirection = Vector3.zero;
+    // Cache hash values
+    private static readonly int IdleState = Animator.StringToHash("Base Layer.idle");
+    private static readonly int MoveState = Animator.StringToHash("Base Layer.move");
+    private static readonly int SurprisedState = Animator.StringToHash("Base Layer.surprised");
+    private static readonly int AttackState = Animator.StringToHash("Base Layer.attack_shift");
+    private static readonly int DissolveState = Animator.StringToHash("Base Layer.dissolve");
+    private static readonly int AttackTag = Animator.StringToHash("Attack");
+    // dissolve
+    [SerializeField] private SkinnedMeshRenderer[] MeshR;
+    private float Dissolve_value = 1;
+    private bool DissolveFlg = false;
+    private const int maxHP = 3;
+    private int HP = maxHP;
+    private Text HP_text;
+
+    // moving speed
+    [SerializeField] private float Speed = 4;
+
+    void Start()
+    {
+        Anim = this.GetComponent<Animator>();
+        Ctrl = this.GetComponent<CharacterController>();
+        HP_text = GameObject.Find("Canvas/HP").GetComponent<Text>();
+        HP_text.text = "HP " + HP.ToString();
+    }
+
+    void Update()
+    {
+        STATUS();
+        GRAVITY();
+        Respawn();
+        // this character status
+        if(!PlayerStatus.ContainsValue( true ))
+        {
+            MOVE();
+            PlayerAttack();
+            Damage();
+        }
+        else if(PlayerStatus.ContainsValue( true ))
+        {
+            int status_name = 0;
+            foreach(var i in PlayerStatus)
+            {
+                if(i.Value == true)
+                {
+                    status_name = i.Key;
+                    break;
+                }
+            }
+            if(status_name == Dissolve)
+            {
+                PlayerDissolve();
+            }
+            else if(status_name == Attack)
+            {
+                PlayerAttack();
+            }
+            else if(status_name == Surprised)
+            {
+                // nothing method
+            }
+        }
+        // Dissolve
+        if(HP <= 0 && !DissolveFlg)
+        {
+            Anim.CrossFade(DissolveState, 0.1f, 0, 0);
+            DissolveFlg = true;
+        }
+        // processing at respawn
+        else if(HP == maxHP && DissolveFlg)
+        {
+            DissolveFlg = false;
+        }
+    }
+
+    //---------------------------------------------------------------------
+    // character status
+    //---------------------------------------------------------------------
+    private const int Dissolve = 1;
+    private const int Attack = 2;
+    private const int Surprised = 3;
+    private Dictionary<int, bool> PlayerStatus = new Dictionary<int, bool>
+    {
+        {Dissolve, false },
+        {Attack, false },
+        {Surprised, false },
+    };
+    //------------------------------
+    private void STATUS ()
+    {
+        // during dissolve
+        if(DissolveFlg && HP <= 0)
+        {
+            PlayerStatus[Dissolve] = true;
+        }
+        else if(!DissolveFlg)
+        {
+            PlayerStatus[Dissolve] = false;
+        }
+        // during attacking
+        if(Anim.GetCurrentAnimatorStateInfo(0).tagHash == AttackTag)
+        {
+            PlayerStatus[Attack] = true;
+        }
+        else if(Anim.GetCurrentAnimatorStateInfo(0).tagHash != AttackTag)
+        {
+            PlayerStatus[Attack] = false;
+        }
+        // during damaging
+        if(Anim.GetCurrentAnimatorStateInfo(0).fullPathHash == SurprisedState)
+        {
+            PlayerStatus[Surprised] = true;
+        }
+        else if(Anim.GetCurrentAnimatorStateInfo(0).fullPathHash != SurprisedState)
+        {
+            PlayerStatus[Surprised] = false;
+        }
+    }
+    // dissolve shading
+    private void PlayerDissolve ()
+    {
+        Dissolve_value -= Time.deltaTime;
+        for(int i = 0; i < MeshR.Length; i++)
+        {
+            MeshR[i].material.SetFloat("_Dissolve", Dissolve_value);
+        }
+        if(Dissolve_value <= 0)
+        {
+            Ctrl.enabled = false;
+        }
+    }
+    // play a animation of Attack
+    private void PlayerAttack ()
+    {
+        if(Input.GetKeyDown(KeyCode.A))
+        {
+            Anim.CrossFade(AttackState,0.1f,0,0);
+        }
+    }
+    //---------------------------------------------------------------------
+    // gravity for fall of this character
+    //---------------------------------------------------------------------
+    private void GRAVITY ()
+    {
+        if(Ctrl.enabled)
+        {
+            if(CheckGrounded())
+            {
+                if(MoveDirection.y < -0.1f)
+                {
+                    MoveDirection.y = -0.1f;
+                }
+            }
+            MoveDirection.y -= 0.1f;
+            Ctrl.Move(MoveDirection * Time.deltaTime);
+        }
+    }
+    //---------------------------------------------------------------------
+    // whether it is grounded
+    //---------------------------------------------------------------------
+    private bool CheckGrounded()
+    {
+        if (Ctrl.isGrounded && Ctrl.enabled)
+        {
+            return true;
+        }
+        Ray ray = new Ray(this.transform.position + Vector3.up * 0.1f, Vector3.down);
+        float range = 0.2f;
+        return Physics.Raycast(ray, range);
+    }
+    //---------------------------------------------------------------------
+    // for slime moving
+    //---------------------------------------------------------------------
+    private void MOVE ()
+    {
+        // velocity
+        if(Anim.GetCurrentAnimatorStateInfo(0).fullPathHash == MoveState)
+        {
+            if (Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.RightArrow))
+            {
+                MOVE_Velocity(new Vector3(0, 0, -Speed), new Vector3(0, 180, 0));
+            }
+            else if (Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.RightArrow))
+            {
+                MOVE_Velocity(new Vector3(0, 0, Speed), new Vector3(0, 0, 0));
+            }
+            else if (Input.GetKey(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.RightArrow))
+            {
+                MOVE_Velocity(new Vector3(Speed, 0, 0), new Vector3(0, 90, 0));
+            }
+            else if (Input.GetKey(KeyCode.RightArrow) && !Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.LeftArrow))
+            {
+                MOVE_Velocity(new Vector3(-Speed, 0, 0), new Vector3(0, 270, 0));
+            }
+        }
+        KEY_DOWN();
+        KEY_UP();
+    }
+    //---------------------------------------------------------------------
+    // value for moving
+    //---------------------------------------------------------------------
+    private void MOVE_Velocity (Vector3 velocity, Vector3 rot)
+    {
+        MoveDirection = new Vector3 (velocity.x, MoveDirection.y, velocity.z);
+        if(Ctrl.enabled)
+        {
+            Ctrl.Move(MoveDirection * Time.deltaTime);
+        }
+        MoveDirection.x = 0;
+        MoveDirection.z = 0;
+        this.transform.rotation = Quaternion.Euler(rot);
+    }
+    //---------------------------------------------------------------------
+    // whether arrow key is key down
+    //---------------------------------------------------------------------
+    private void KEY_DOWN ()
+    {
+        if (Input.GetKeyDown(KeyCode.UpArrow))
+        {
+            Anim.CrossFade(MoveState, 0.1f, 0, 0);
+        }
+        else if (Input.GetKeyDown(KeyCode.DownArrow))
+        {
+            Anim.CrossFade(MoveState, 0.1f, 0, 0);
+        }
+        else if (Input.GetKeyDown(KeyCode.LeftArrow))
+        {
+            Anim.CrossFade(MoveState, 0.1f, 0, 0);
+        }
+        else if (Input.GetKeyDown(KeyCode.RightArrow))
+        {
+            Anim.CrossFade(MoveState, 0.1f, 0, 0);
+        }
+    }
+    //---------------------------------------------------------------------
+    // whether arrow key is key up
+    //---------------------------------------------------------------------
+    private void KEY_UP ()
+    {
+        if (Input.GetKeyUp(KeyCode.UpArrow))
+        {
+            if(!Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.RightArrow))
+            {
+                Anim.CrossFade(IdleState, 0.1f, 0, 0);
+            }
+        }
+        else if (Input.GetKeyUp(KeyCode.DownArrow))
+        {
+            if(!Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.RightArrow))
+            {
+                Anim.CrossFade(IdleState, 0.1f, 0, 0);
+            }
+        }
+        else if (Input.GetKeyUp(KeyCode.LeftArrow))
+        {
+            if(!Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.RightArrow))
+            {
+                Anim.CrossFade(IdleState, 0.1f, 0, 0);
+            }
+        }
+        else if (Input.GetKeyUp(KeyCode.RightArrow))
+        {
+            if(!Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.LeftArrow))
+            {
+                Anim.CrossFade(IdleState, 0.1f, 0, 0);
+            }
+        }
+    }
+    //---------------------------------------------------------------------
+    // damage
+    //---------------------------------------------------------------------
+    private void Damage ()
+    {
+        // Damaged by outside field.
+        if(Input.GetKeyUp(KeyCode.S))
+        {
+            Anim.CrossFade(SurprisedState, 0.1f, 0, 0);
+            HP--;
+            HP_text.text = "HP " + HP.ToString();
+        }
+    }
+    //---------------------------------------------------------------------
+    // respawn
+    //---------------------------------------------------------------------
+    private void Respawn ()
+    {
+        if(Input.GetKeyDown(KeyCode.Space))
+        {
+            // player HP
+            HP = maxHP;
+            
+            Ctrl.enabled = false;
+            this.transform.position = Vector3.zero; // player position
+            this.transform.rotation = Quaternion.Euler(Vector3.zero); // player facing
+            Ctrl.enabled = true;
+            
+            // reset Dissolve
+            Dissolve_value = 1;
+            for(int i = 0; i < MeshR.Length; i++)
+            {
+                MeshR[i].material.SetFloat("_Dissolve", Dissolve_value);
+            }
+            // reset animation
+            Anim.CrossFade(IdleState, 0.1f, 0, 0);
+        }
+    }
+}
+}
\ No newline at end of file
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diff --git a/Assets/Scripts/Pet.meta b/Assets/Scripts/Pet.meta
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diff --git a/Assets/Scripts/Pet/Follow.cs b/Assets/Scripts/Pet/Follow.cs
new file mode 100644
index 0000000000000000000000000000000000000000..a1eee1639d0fa376e091fa3455d29a9b107c99f4
--- /dev/null
+++ b/Assets/Scripts/Pet/Follow.cs
@@ -0,0 +1,21 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.AI;
+
+public class Follow : MonoBehaviour
+{
+    public NavMeshAgent pet;
+    public Transform player;
+    // Start is called before the first frame update
+    void Start()
+    {
+        
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        pet.SetDestination(player.position);
+    }
+}
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+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Pet/Healer.cs b/Assets/Scripts/Pet/Healer.cs
new file mode 100644
index 0000000000000000000000000000000000000000..b60ec657392b053385b848834d5127a85ec8b0a2
--- /dev/null
+++ b/Assets/Scripts/Pet/Healer.cs
@@ -0,0 +1,35 @@
+using System.Collections;
+using System.Collections.Generic;
+using Nightmare;
+using UnityEngine;
+
+public class PetHealer : MonoBehaviour
+{
+    public PlayerHealth playerHealth;
+    public int healingAmount = 10;
+    public float healingInterval = 2;
+    // Start is called before the first frame update
+    void Start()
+    {
+        Debug.Log("start nih");
+        StartCoroutine(healPlayer());
+        Debug.Log(playerHealth.currentHealth);
+    }
+
+    // Update is called once per frame
+    private IEnumerator healPlayer()
+    {
+        while (true)
+        {
+            Debug.Log("Current Health:");
+            Debug.Log(playerHealth.currentHealth);
+            if (playerHealth.currentHealth > 0 && playerHealth.currentHealth < playerHealth.startingHealth)
+            {
+                playerHealth.GotHealed(healingAmount);
+                Debug.Log("Bertambah");
+
+            }
+            yield return new WaitForSeconds(healingInterval);
+        }
+    }
+}
diff --git a/Assets/Scripts/Pet/Healer.cs.meta b/Assets/Scripts/Pet/Healer.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..ecff29f91cf1162cdb3f20d924707675fc3668f0
--- /dev/null
+++ b/Assets/Scripts/Pet/Healer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 356988729d21acc498f5d152cbc9adcf
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Pet/PetHealth.cs b/Assets/Scripts/Pet/PetHealth.cs
new file mode 100644
index 0000000000000000000000000000000000000000..565ebf90a39d2ea5e607005dabe9295c67ffe206
--- /dev/null
+++ b/Assets/Scripts/Pet/PetHealth.cs
@@ -0,0 +1,61 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PetHealth : MonoBehaviour
+{
+    public int startingHealth = 60;
+    public float sinkSpeed = 2.5f;
+    public int currentHealth;
+
+    //CapsuleCollider capsuleCollider;
+
+    /**
+    void Awake()
+    {
+        capsuleCollider = GetComponent <CapsuleCollider>();
+    }
+    **/
+
+    void OnEnable()
+    {
+        Debug.Log("Enable bestie");
+        currentHealth = startingHealth;
+        //SetKinematics(false);
+        // SetKinematics(false)
+    }
+    /**
+    private void SetKinematics(bool isKinematics)
+    {
+        capsuleCollider.isTrigger = isKinematics;
+        capsuleCollider.attachedRigidbody.isKinematic = isKinematics;
+    }
+    **/
+
+    public void TakeDamage(int amount)
+    {
+        if (!isDead())
+        {
+            currentHealth -= amount;
+        }
+   
+    }
+
+    private bool isDead()
+    {
+        return (currentHealth <= 0f);
+    }
+    void Update()
+    {
+        Debug.Log("anje pet idup");
+        if (isDead())
+        {
+            Debug.Log("mati bro");
+            transform.Translate(-Vector3.up * sinkSpeed * Time.deltaTime);
+            if(transform.position.y < -10f)
+            {
+                Destroy(this.gameObject);
+            }
+        }
+    }
+}
diff --git a/Assets/Scripts/Pet/PetHealth.cs.meta b/Assets/Scripts/Pet/PetHealth.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..a661084a934fd77132b11d196ee394827f6c6bc5
--- /dev/null
+++ b/Assets/Scripts/Pet/PetHealth.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7f7770b16d71b154f90770a73b2c6119
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Player/PlayerHealth.cs b/Assets/Scripts/Player/PlayerHealth.cs
index 5f64034c581e940e2af180ec2b6f8141ae3cdc41..19b4717d996aed7b8744836c48ceded69b897706 100644
--- a/Assets/Scripts/Player/PlayerHealth.cs
+++ b/Assets/Scripts/Player/PlayerHealth.cs
@@ -72,6 +72,12 @@ namespace Nightmare
             damaged = false;
         }
 
+        public void GotHealed(int amount)
+        {
+            currentHealth += amount;
+            healthSlider.value = currentHealth;
+
+        }
 
         public void TakeDamage(int amount)
         {
diff --git a/Packages/manifest.json b/Packages/manifest.json
index 27be6025ab3e16967e359e506380cafc40867297..c3967b783253590d66ab4afed86b6a17440cd2f5 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -1,5 +1,6 @@
 {
   "dependencies": {
+    "com.unity.ai.navigation": "1.1.5",
     "com.unity.collab-proxy": "2.3.1",
     "com.unity.feature.development": "1.0.1",
     "com.unity.textmeshpro": "3.0.6",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index 6cdad5f6aa31e0654818e5b0d96e39cd6ad98093..cb6222356aafdd01080e2133227101638cbc4d30 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -1,5 +1,14 @@
 {
   "dependencies": {
+    "com.unity.ai.navigation": {
+      "version": "1.1.5",
+      "depth": 0,
+      "source": "registry",
+      "dependencies": {
+        "com.unity.modules.ai": "1.0.0"
+      },
+      "url": "https://packages.unity.com"
+    },
     "com.unity.collab-proxy": {
       "version": "2.3.1",
       "depth": 0,