Implemented combat simulation
- For now, it only supports 1 enemy
 + After every new Compute Path, a Precompute Maps is needed to reset the grid structure (to be fixed)
Moved grid button to it's new place
Changed library classes names to improve readability
Merge branch 'origin/master'
Added multiple enemies in a single path support
- Still couldn't solve the issue for the shared references, so after a path computation, one need to precompute maps again.
- This will be solved this week, since it's needed for the next step of the project
Fixed typo and removed fixed seed
Implemented heatmaps for player deaths
Accounts for player health on simulating combat
Path importation/exportation support at a simple level
Implemented Health Packs for the Combat Simulation
Added 3d death vizualization
Implemented 3D A* Search
Changes

Added player`s health prefab
added a level
Added seed configuration to the MapperWindowEditor for better debugging
Update level

Experiments
1) enemy health = 10
2) enemy health = 200
3) player health = 1
1500 paths
Quickfix for a really rare case when the combat simulation is done and the node that was added to the tree is exactly the end node.
Finish level Experiment2

Experiment2
changes

john
Added combat heat map
Added combat summary after the paths are computed
Fixed summary so that only success paths are displayed on summary
Forgot the equals
Added drawing of combat lines
Fixed level

level update
Merge pull request #7 from GameResearchAtMcGill/combat

Adding combat simulation to main branch