Fixed up needed for material 'Lava-lambert2' after renaming.
Removed 'character_base_01' maya binary, replaced with fbx 2012 ASCII
export.
Introduced AnimationController abstract class.
For now, it just provides an interface that requires 'HandleHit()'.

IdleRunJump now implements it.
GameCharacterController interface includes 'HandleHit()'.
Both player and AI implementations relies on an AnimationController
component.
Added components to trigger and receive a hit.
The Projectile object created by the throw action now contains a
HitTrigger component.
Removed 'Player' tag check. The pickup is added depending on whether the
object colliding has an inventory.
Introduced specific animation controllers for hero (HeroAnimController)
and villain (VillainAnimController).
The idea is that the villain doesn't behave in the same way as heroes
and especially, they don't have the same action moves.

Both implements CharacterAnimController abstract class.
Introduced Enable/DisableActions() function for GameCharacterController.

FollowLane behavior changes:
- disables character actions while changing lane
- always updates the character orientation even when
already close to the lane center (See define ALWAYS_PROCESS_FOLLOW_LANE).
- using 'CharacterAnimController' instead of 'IdleRunJump' GameObject
  component to check whether the character is jumping.

Various code formatting fixes to use tabs instead of spaces.
Renamed Inventory::RemoveUsable to RemoveUseable.
Fixed a bug in that function, it shouldn't be destroying components,
garbage collection is responsible for that, just nullifying the
references instead.

Projectile direction relative to thrower, is now a parameter for
initializing 'Throwable' component.
Currently, it throws things backwards/behind since it meant to be used
by the villain.
Various code formatting fixes to use tabs instead of spaces.
Adding work in progress prefabs for pickups.
Added 'Character' folder in 'Animations', and moved animations to that
folder.
Added 'JogJump_ToLeft_1' vault animation.
Introduced new layer animation controller: 'LayerCharacterBase_01'.
It has 2 layers:
- 'base' with states: idle, run, jump, hit
- 'arms' with states: throw

The current jump anim is actually a vault anim 'JogJump_ToLeft_1'.
The current hit anim is 'IdleShort'
Small fix to anim state Hit in LayerCharacterBase_01 so that it
transitions back to 'Run' state as soon as 'Hit' variable is 'false'
again.
Small change to Hit handling:
- villain isn't affected by hits anymore (for now)
- hero will trigger transition to 'Hit' anim state
Adding new 'test_07' scene which contains a running player (villain) and a
following AI (hero), also with pickup prefabs instances.
Both AI and Player use the new CharacterAnimController and the new
LayerCharacterBase_01.
Player can Jump (in fact Vault) and throw throwable pickups.
Ai can be hit by thrown projectiles and stops for a short time.

There are still some rotation weird issues when transitioning between
some anim states. Not really sure what's going wrong.
Moved pickup prefabs in their own 'Pickups' subfolder.
Added first path segment (with obstacles) prefab, in 'PathSegments' subfolder.
Added new 'test_08' scene, which contains first path segment prefab.
Will add some more path segments with various obstacle types soon.