comment out stop animation in exit_attack and enter_attack action
new timer
added round counter GUI
added player names

reads names from gamemanager.p1.fighter.name
- cleaned up old files
- new whitebox levels
- imported skyboxes for levels
Merge branch 'dev' into jonathan

Conflicts:
	Assets/Art/Models/Levels/MechLevel/Textures.meta
	Assets/Scenes/Levels/MechLevel.unity
Merge branch 'Seth' into jonathan

Conflicts:
	Assets/Art/Models/Levels/Island/Textures.meta
	Assets/Art/Models/Levels/MechLevel/Textures.meta
	Assets/Resources/Projectiles/Materials.meta
	Assets/Scenes/Levels/MechLevel.unity
merging in ui files
Merge branch 'wolfeMan' into jonathan

Conflicts:
	Assets/Scenes/Levels/MechLevel.unity
Merge branch 'Victor_1' into jonathan

Conflicts:
	Assets/Art/Models/Levels/AirshipLevel/Textures.meta
completed merge, added tree creator resources
add particle effect for railgun
fix heavy_projectile
title screen UI, UI image modifications

modified UI PSD images, added Title Screen and Character Select images
added scene files for char select and title screen
added title screen UI
minor GUIstyle changes for UI locations

in title screen_UI.cs
character Select

added character Select UI functionality
controls work with Controllerse and Keyboard
linked Title, Character & GodLevel

To pass created fighters. Created a persisting gameobject called
"PlayerSelection" as an alternative to communicating with game manager
because it wasn't working and seemed easier.
NOte that the game doesn't restart after dying.
added roundtimer

has no effect on gameplay
fixed roundTimer to initalize

when loading form Character select
testing