Changed some logic on the DFS algorithm for the MovePointBehavior.cs
Need to look into a few more things to have it completely finished up. Still not implemented into the GridBehavior.cs. Need to figure out a way to call it differently and not use static.

Signed-off-by: Neal Valiant <neavalia@uat.edu>
Changed the MainMenuGUITest.unity to use my custom buttons instead of OnGUI. Now the Main Menu buttons change color based off the button state. Still need to be able to change the scene and add doc comments.

Signed-off-by: kjmatthews10054 <karmatth@uat.edu>
Merge branch 'master' of https://github.com/Tactibru/Game
Added a ButtonManagerBehavior.cs to manage the buttons for each scene

Signed-off-by: kjmatthews10054 <karmatth@uat.edu>
Merge branch 'master' of https://github.com/Tactibru/Game
Added Doc comments to MenuButtonManager.cs and ButtonManagerBehavior.cs and modified the comments of ChangeTextureBehavior.cs.

Signed-off-by: kjmatthews10054 <karmatth@uat.edu>
Merge pull request #49 from DerKrieger/master

Rebuilt the grids, updated cameras, etc.
Merge pull request #50 from kjmatthews10054/master

Custom Buttons Main Menu
Added grid tag to level 3 grid. Updated actor behavior for movement issues.
Merge pull request #51 from Minalien/master

Added grid tag to level 3 grid. Updated actor behavior for movement issu...
Updated Level04 camera position
Updated level 5 camera position
Merge pull request #52 from Minalien/master

Updated levels 4 & 5 cameras.
Removed UnityEditor reference from ButtonManagerBehavior.
Merge pull request #53 from Minalien/master

Removed UnityEditor reference from ButtonManagerBehavior.
My refactoring of ActorBehavior.cs.
Added a LevelSelector.cs class and changed the LevelSelectSceneGUITest.unity to use Karl's custom buttons.

Signed-off-by: Hobo42 <taiteryan@gmail.com>
Merge pull request #72 from Hobo42/master

Updated Level Select scene to use Karl's custom buttons and to load levels from Game Levels folder.
Did some refactoring to Dijkstra's and tired to figure out why the game would keep breaking. I'm still lost on that. Will come back and take a look at it. Also changed the Depth search logic to the new stuff that I had, not getting a big depth, just neighbors. Need to work on that for a little bit tomorrow. Only thing I noticed was the whole function to see if you can see another node is commented out. It was used to assign the closest node to the node asking, so this could be the reason for the path being very off for now.

Signed-off-by: Neal Valiant <neavalia@uat.edu>
Re-factored parts of Dijkstra's and changed the depth search. bugs are happening somewhere. can be the function that assigned the closest node, which is why it takes the long path.

Signed-off-by: Neal Valiant <neavalia@uat.edu>