diff --git a/Assets/Animation/PlayerAC.controller b/Assets/Animation/PlayerAC.controller
index b7e28df60324ed14ea0873c49c6f31ec0cd240bb..fe680d3c0175c2fd554d019eeb4b11b505f46b2a 100644
--- a/Assets/Animation/PlayerAC.controller
+++ b/Assets/Animation/PlayerAC.controller
@@ -52,6 +52,31 @@ AnimatorStateTransition:
   m_InterruptionSource: 0
   m_OrderedInterruption: 1
   m_CanTransitionToSelf: 1
+--- !u!1101 &-4463363602107372867
+AnimatorStateTransition:
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
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+  m_DstState: {fileID: 4306177881251766140}
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+  m_Mute: 0
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+  m_HasExitTime: 0
+  m_HasFixedDuration: 1
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+  m_OrderedInterruption: 1
+  m_CanTransitionToSelf: 1
 --- !u!1101 &-3378288652379525329
 AnimatorStateTransition:
   m_ObjectHideFlags: 1
@@ -89,6 +114,7 @@ AnimatorState:
   m_CycleOffset: 0
   m_Transitions:
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+  - {fileID: -4463363602107372867}
   m_StateMachineBehaviours: []
   m_Position: {x: 50, y: 50, z: 0}
   m_IKOnFeet: 0
@@ -151,6 +177,12 @@ AnimatorController:
     m_DefaultInt: 0
     m_DefaultBool: 0
     m_Controller: {fileID: 0}
+  - m_Name: IsAttacking
+    m_Type: 4
+    m_DefaultFloat: 0
+    m_DefaultInt: 0
+    m_DefaultBool: 0
+    m_Controller: {fileID: 0}
   m_AnimatorLayers:
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     m_Name: Base Layer
@@ -181,7 +213,10 @@ AnimatorStateMachine:
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   - serializedVersion: 1
     m_State: {fileID: -8873589056107757560}
-    m_Position: {x: 50, y: 320, z: 0}
+    m_Position: {x: 200, y: 380, z: 0}
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+    m_Position: {x: -100, y: 540, z: 0}
   m_ChildStateMachines: []
   m_AnyStateTransitions:
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@@ -193,6 +228,58 @@ AnimatorStateMachine:
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   m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
   m_DefaultState: {fileID: -2182081962981895856}
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+  m_ExitTime: 0.8958333
+  m_HasExitTime: 0
+  m_HasFixedDuration: 1
+  m_InterruptionSource: 0
+  m_OrderedInterruption: 1
+  m_CanTransitionToSelf: 1
+--- !u!1102 &4306177881251766140
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diff --git a/Assets/ArrowShootable.cs b/Assets/ArrowShootable.cs
new file mode 100644
index 0000000000000000000000000000000000000000..3972cc84689f63e00e2dd0d5cbd7af2c9abd4148
--- /dev/null
+++ b/Assets/ArrowShootable.cs
@@ -0,0 +1,38 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ArrowShootable : MonoBehaviour
+{
+    public Vector3 hitPoint;
+    public int damage;
+    float timer = 0.0f;
+    public float power;
+    // Start is called before the first frame update
+    void Start()
+    {   
+        this.GetComponent<Rigidbody>().AddForce((hitPoint - transform.position).normalized * power, ForceMode.Impulse);
+        
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        if(transform.position.y <= 0.05f)
+        {
+            Destroy(this.gameObject);
+        }
+    }
+
+    void OnCollisionEnter(Collision collision)
+    {
+        if(collision.gameObject.tag == "Enemy")
+        {
+            collision.gameObject.GetComponent<EnemyHealth>().TakeDamage(damage, hitPoint);
+            Destroy(this.gameObject);
+            Debug.Log("Damage Per Shot: "+damage);
+        }
+
+
+    }
+}
diff --git a/Assets/ArrowShootable.cs.meta b/Assets/ArrowShootable.cs.meta
new file mode 100644
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--- /dev/null
+++ b/Assets/ArrowShootable.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/BowAndArrow.cs b/Assets/BowAndArrow.cs
new file mode 100644
index 0000000000000000000000000000000000000000..cad4af9012eec01eed65f92865403746d203e4ff
--- /dev/null
+++ b/Assets/BowAndArrow.cs
@@ -0,0 +1,80 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.SceneManagement;
+
+public class BowAndArrow : MonoBehaviour
+{
+    // Start is called before the first frame update
+    public GameObject arrow;
+    public Slider bowPower;
+    
+    float  power;
+
+    float timer;                                    
+    Ray shootRay;                                   
+    RaycastHit shootHit;                            
+    int shootableMask;                             
+    ParticleSystem gunParticles;                    
+    LineRenderer gunLine;                           
+    AudioSource gunAudio;                           
+    Light gunLight;                                 
+    float effectsDisplayTime = 0.2f;  
+    float MaxHold = 1f;
+    float maxPower = 100f;
+    float holdBowTime = 0.0f;
+    void Start()
+    {
+        shootableMask = LayerMask.GetMask("Shootable");
+        gunParticles = GetComponent<ParticleSystem>();
+        gunAudio = GetComponent<AudioSource>();
+        gunLine = GetComponent<LineRenderer>();
+        bowPower.value = 0f;
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        if(Input.GetButtonDown("Fire1") )
+        {
+            Debug.Log("Fire1");
+            holdBowTime = 0f;
+        }
+
+        if(Input.GetButton("Fire1"))
+        {
+            Debug.Log("Fire1 hold");
+            holdBowTime += Time.deltaTime;
+            bowPower.value = holdBowTime/MaxHold;
+            holdBowTime = Mathf.Clamp(holdBowTime, 0.0f, MaxHold);
+        }
+
+        if(Input.GetButtonUp("Fire1"))
+        {
+            Debug.Log("Fire1 up");
+            bowPower.value = 0f;
+            Shoot();
+        }   
+    }
+
+    void Shoot()
+    {
+        RaycastHit hit;
+        
+        if (Physics.Raycast(transform.position, transform.forward, out hit, holdBowTime/MaxHold * 100f, shootableMask))
+        {
+            GameObject tempArr = Instantiate(arrow, transform.position, transform.rotation);
+            tempArr.GetComponent<ArrowShootable>().hitPoint = hit.point;
+            tempArr.GetComponent<ArrowShootable>().power = holdBowTime/MaxHold * maxPower;
+            tempArr.GetComponent<ArrowShootable>().damage = (int)(holdBowTime/MaxHold * maxPower/hit.point.z);
+            Debug.Log("jhitting");
+        }
+        else{
+            GameObject tempArr = Instantiate(arrow, transform.position, transform.rotation);
+            tempArr.GetComponent<ArrowShootable>().hitPoint = transform.position + transform.forward * (100f * holdBowTime/MaxHold );
+            tempArr.GetComponent<ArrowShootable>().power = holdBowTime/MaxHold * maxPower;
+            Debug.Log("not hitting");
+        }
+    }
+}
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new file mode 100644
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diff --git a/Assets/Low Poly Guns.meta b/Assets/Low Poly Guns.meta
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diff --git a/Assets/Low Poly Guns/Materials.meta b/Assets/Low Poly Guns/Materials.meta
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+++ b/Assets/Low Poly Guns/Materials/Plane.mat	
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diff --git a/Assets/Low Poly Guns/Models/Guns/assault1.meta b/Assets/Low Poly Guns/Models/Guns/assault1.meta
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diff --git a/Assets/Low Poly Guns/Scenes/Main.unity.meta b/Assets/Low Poly Guns/Scenes/Main.unity.meta
new file mode 100644
index 0000000000000000000000000000000000000000..91c989c85258cb0a1efa6ac30a545fa3f6235c09
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+++ b/Assets/Low Poly Guns/Scenes/Main.unity.meta	
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diff --git a/Assets/Low Poly Guns/Scripts.meta b/Assets/Low Poly Guns/Scripts.meta
new file mode 100644
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--- /dev/null
+++ b/Assets/Low Poly Guns/Scripts.meta	
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diff --git a/Assets/Low Poly Guns/Scripts/GunView.cs b/Assets/Low Poly Guns/Scripts/GunView.cs
new file mode 100644
index 0000000000000000000000000000000000000000..93a1005f4aa7b1640b991b08f13d08a07088c326
--- /dev/null
+++ b/Assets/Low Poly Guns/Scripts/GunView.cs	
@@ -0,0 +1,85 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class GunView : MonoBehaviour
+{
+    Vector3 baseScale = new Vector3(0.7f, 0.7f, 0.7f);
+    bool isPhone = false, isFirst = true;
+    float zRot = 0, yRot = 0;
+    Vector3 startPos;
+    private void OnEnable()
+    {
+        transform.localScale = baseScale;
+        if (SystemInfo.deviceType == DeviceType.Handheld)
+            isPhone = true;
+        isFirst = true;
+    }
+    void Update()
+    {
+        if(isPhone)
+        {
+            if (Input.touchCount > 0)
+            {
+                if (isFirst)
+                {
+                    isFirst = false;
+                    startPos = Input.GetTouch(0).position;
+                    return;
+                }
+                else
+                {
+                    zRot += (Input.GetTouch(0).position.y - startPos.y) * 0.09f;
+                    zRot = Mathf.Clamp(zRot, -55, 55);
+                    yRot += (Input.GetTouch(0).position.x - startPos.x) *0.25f;
+                    //yRot = Mathf.Clamp(yRot, -75, 75);
+                    startPos = Input.GetTouch(0).position;
+                }
+                ScaleUp();
+            }
+            else
+            {
+                isFirst = true;
+                zRot = Mathf.Lerp(zRot, 0, 0.08f);
+                yRot = Mathf.Lerp(yRot, 0, 0.08f);
+                ScaleDown();
+            }
+            transform.eulerAngles = new Vector3(0, 90 + yRot, zRot);
+        }
+        else 
+        {
+            if (Input.GetMouseButton(0))
+            {
+                if(isFirst)
+                {
+                    isFirst = false;
+                    startPos = Input.mousePosition;
+                    return;
+                }else
+                {
+                    zRot += (Input.mousePosition.y - startPos.y) * 0.1f;
+                    zRot = Mathf.Clamp(zRot, -55, 55);
+                    yRot += (Input.mousePosition.x - startPos.x) * 0.3f;
+                    //yRot = Mathf.Clamp(yRot, -55, 55);
+                    startPos = Input.mousePosition;
+                }
+                ScaleUp();
+            }else
+            {
+                isFirst = true;
+                zRot = Mathf.Lerp(zRot, 0, 0.2f);
+                yRot = Mathf.Lerp(yRot, 0, 0.2f);
+                ScaleDown();
+            }
+            transform.eulerAngles = new Vector3(0,90 + yRot,zRot);
+        }
+    }
+    void ScaleUp()
+    {
+        transform.localScale = Vector3.Lerp(transform.localScale, Vector3.one, 0.075f);
+    }
+    void ScaleDown()
+    {
+        transform.localScale = Vector3.Lerp(transform.localScale, baseScale, 0.075f);
+    }   
+}
diff --git a/Assets/Low Poly Guns/Scripts/GunView.cs.meta b/Assets/Low Poly Guns/Scripts/GunView.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..f87e2085e0dd732f720a846f207a34463a049bed
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+++ b/Assets/Low Poly Guns/Scripts/GunView.cs.meta	
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diff --git a/Assets/Low Poly Guns/Scripts/GunsMenu.cs b/Assets/Low Poly Guns/Scripts/GunsMenu.cs
new file mode 100644
index 0000000000000000000000000000000000000000..cb8dae42587e3ef54da495ca27ba867a165a1176
--- /dev/null
+++ b/Assets/Low Poly Guns/Scripts/GunsMenu.cs	
@@ -0,0 +1,43 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+public class GunsMenu : MonoBehaviour
+{
+    public GameObject Buttons;
+    public GameObject[] Guns;
+    int currentGun = 0;
+    void Start()
+    {
+        Guns[0].SetActive(true);
+    }
+
+    public void NextGun()
+    {
+        Guns[currentGun ].SetActive(false);
+        currentGun++;
+        if (currentGun >= Guns.Length)
+            currentGun = 0;
+        Guns[currentGun].SetActive(true);
+    }
+    public void PreviousGun()
+    {
+        Guns[currentGun].SetActive(false);
+        currentGun--;
+        if (currentGun < 0)
+            currentGun = Guns.Length - 1;
+        Guns[currentGun].SetActive(true);
+    }
+    private void Update()
+    {
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+    }
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diff --git a/Assets/Scripts/Enemy/Arrow.prefab.meta b/Assets/Scripts/Enemy/Arrow.prefab.meta
new file mode 100644
index 0000000000000000000000000000000000000000..bf34882d889a85233d75198714a84049a6b45867
--- /dev/null
+++ b/Assets/Scripts/Enemy/Arrow.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Player/PlayerShooting.cs
index 0039b35eb5aab9c6249d973fb796f61e3367710c..59fa4998ca105df32cf6b158314d85e80a9611b5 100755
--- a/Assets/Scripts/Player/PlayerShooting.cs
+++ b/Assets/Scripts/Player/PlayerShooting.cs
@@ -58,7 +58,6 @@ public class PlayerShooting : MonoBehaviour
         gunParticles.Play();
 
         gunLine.enabled = true;
-        gunLine.SetPosition(0, transform.position);
 
         shootRay.origin = transform.position;
         shootRay.direction = transform.forward;
@@ -73,11 +72,11 @@ public class PlayerShooting : MonoBehaviour
                 Debug.Log("Damage Per Shot: "+damagePerShot);
             }
 
-            gunLine.SetPosition(1, shootHit.point);
+            gunLine.SetPositions(new Vector3[2] {shootRay.origin, shootHit.point});
         }
         else
         {
-            gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range);
+            gunLine.SetPositions(new Vector3[2]{shootRay.origin, shootRay.origin + shootRay.direction * range});
         }
     }
 }
diff --git a/Assets/Standing Melee Attack Horizontal.fbx b/Assets/Standing Melee Attack Horizontal.fbx
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--- /dev/null
+++ b/Assets/Standing Melee Attack Horizontal.fbx	
@@ -0,0 +1,3 @@
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+oid sha256:d0d2a2cab64cc6eee5563e150967be54491ff2a00eb22653192415990737bd1c
+size 1664896
diff --git a/Assets/Standing Melee Attack Horizontal.fbx.meta b/Assets/Standing Melee Attack Horizontal.fbx.meta
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diff --git a/Assets/Sword.cs b/Assets/Sword.cs
new file mode 100644
index 0000000000000000000000000000000000000000..0c03d25658ffc6aa4ab45d2d4274ac857601fc9b
--- /dev/null
+++ b/Assets/Sword.cs
@@ -0,0 +1,72 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Sword : MonoBehaviour
+{
+    // Start is called before the first frame update
+    Animator anim;
+    public int damagePerShot = 100;                  
+
+    float timer;
+    float buffTime = 1f;
+    Ray shootRay;                                   
+    LineRenderer gunLine;                           
+    float range = 2f;
+    RaycastHit shootHit;                            
+    int shootableMask;
+    void Start()
+    {
+        shootableMask = LayerMask.GetMask("Shootable");
+
+        anim = GetComponent<Animator>();
+        timer = 0f;
+        gunLine = GetComponent<LineRenderer>();
+
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        if(Input.GetButtonDown("Fire1") && timer <= 0f)
+        {
+            anim.SetBool("IsAttacking", true);
+            timer = buffTime;
+            Attack();
+        }
+        else if(timer > 0f)
+        {
+            timer -= Time.deltaTime;
+        }
+        else if(timer <= 0f)
+        {
+            anim.SetBool("IsAttacking", false);
+        }
+    }
+
+    void Attack()
+    {
+        //Do attack stuff
+        shootRay.origin = transform.position;
+        shootRay.direction = transform.forward;
+        gunLine.enabled = true;
+
+        if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
+        {
+            //Do damage stuff
+            EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>();
+            if(enemyHealth != null)
+            {
+                enemyHealth.TakeDamage(damagePerShot, shootHit.point);
+            }
+
+            gunLine.SetPositions(new Vector3[2] {shootRay.origin, shootHit.point});
+        }else{
+            gunLine.SetPositions(new Vector3[] {shootRay.origin, shootRay.origin + shootRay.direction * range});
+
+        }
+
+        
+
+    }
+}
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+m_EditorVersion: 2021.3.22f1
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