MapEvent Basic SetUp

Each tile will be coded as Normal or Resource (these will be coded as
each individual resource).  Right now "N" triggers normal tile choice
and "R" triggers resource tile choice. The normal tile will remain as a
random choice, the resource tile will change to reflect the resource the
player is at.
Merge pull request #6 from brentspector/master

MapEvent Basic SetUp
Pulled in Javier's changes for Monday and Tuesday.
Added the modified scene

This is the scene from Javier but with everything that the master had.
Created the skeletons for the character scripts

I formatted the other files I had written to further be more like the
standard says. I forgot the "// end " statements before. I also don't
think the map event was in the last commit, but it's definitely in this
one.
Merge pull request #7 from drobbs/master

Week 2 MidWeek Updates
Added Character scripts, see description

I added the character scripts, still some to do on it but a lot is done
in the basic sense. The resource script is extremely basic and used by
the character script. It can be expanded upon later if needed.
I moved some of the prefabs to a Resources folder to take advantage of
loading them and using them for references for instantiating prefabs in
the code.
Finally, I created a scene called "CharacterTestScene" that has a test
file for testing these scripts and examples on how they might be used.
Just open the Test.cs file and look through the Update function for the
keys and what they do.
Merge pull request #8 from drobbs/master

Added Character scripts, see previous commit's description
Expanded MapEvent and Corrected Character/Test

Here are my changes
+ Normal tile event now has area for each event
+Character currency now works without Add/Remove functions
+Character class now has attack and defence variables.
+Character RemoveAlly now works on an index reference instead of object
reference (corrects removing error) and takes 3 parameters instead of 2.
+Character Currency functions (SellResources, etc) now work on corrected
currency.
+Test Class now contains modified tests for RemoveAlly.
+Test Class now contains tests for attack and defence values.

Issues:
-RemoveAllAllies does not work. At all.
-RemoveAlly with more than 1 ally does not delete game object (blue
circle remains).
-MapEvent enemy spawn does not work, error is commented above section.
-Had some others, I forgot though cause sleepy.
-Note to self: Power nap. Or take note. Either is good.
Merge pull request #9 from brentspector/master

Expanded MapEvent and Corrected Character/Test
Work on the Ally system.

The ally list is similar but different. It's its own script class now so
it's easy to get an object by it's index and get its index by the
object. The system no longer destroys the ally objects. This would be
the job of a controller to get the objects tagged as allies and destroy
them and not the characters. There are 3 more in-depth tests and I also
fixed the prefabs. They had sprites attached instead of game objects.
Merge pull request #10 from drobbs/master

Work on the Ally system.
Merge pull request #1 from GSP362DeVryNov2014/master

Test