Ball velocity & player inputs reset each round

In EndOfRound.cs the ball's velocity is now reset at the end of each
round.

EndOfRound.cs now sends a message to PlayerMovement.cs to reset all of
the player input booleans, the horizontal speed, and the local scale so
that no inputs carry over into the next round.
Failed attempt at adding right stick

The only reason I am pushing this is b/c I am going to attempt
integrating InControl next
InControl Integration Successful!
Updated gitignore
Updated gitignore (fucking Library metadata)
If I have to edit this gitignore ONE MORE TIME
Ugh
Deleted empty folder, gitignore works now?
Began implementing ticket #39
Integrated input setup with other scripts

PlayerMovement.cs and RacketToss.cs are now intergrated with
PlayerControls.cs.

Also added a function that check if any controllers are attached or
detached. Could use this to pause game once a controller detaches during
gameplay.
Added pause on controller detach, removed var

When a controller is detached, game should pause and wait for another
controller to be attached. !!This needs to be tested with actual
controllers!!

Also removed an [unrelated] unused variable from EndOfRound.cs
Controller unpausing wasn't working, potential fix

When a controller is detached, game successfully pauses, but doesn't
unpause when it is reattached. This is a potential fix that needs
testing.
Controller input unpause not working, potential fix

When a controller is detached, game successfully pauses but doesn't
resume when the controller is reattached. This is a potential fix for
that, needs testing.
Revert "Controller unpausing wasn't working, potential fix"

This reverts commit d3ce593a15b12aefa3a7b72b1f3dd8fa0f4ec543.
For some reason my changes didnt get saved
Controller input pause/unpause successful

Disconnecting and reconnecting controllers now works as intended.

Added a minor thing:
If a controller is disconnected and reconnected, it will check if more
than 1 controller is connected (this addresses multiple controller
disconnects). If only 1 is connected, game remains paused until more
than 1 is reconnected.
Added shit ton of Ryan's work, deleted C2D demo

Deleted Character 2D demo, unneeded artwork and scripts clogging shit up
Merge denizDev into dev