Updated medieval tower positions

The melee and ranged towers provide a buffer between enemy spawn points
and the king.
Fixed enemy units not arming themselves

Increased the arming radius of towers so it's easier for peasants to arm
themselves.
Updated troop level text locations

Forgot to move them when the control panel was changed.
Re added squad presets for AI

Allows varied enemy squads to be created.
Created testing scene

Used to test new changes
Removed requirement for number of waves in AI

The number of waves keeps on changing during the testing and balancing
process. Setting a max value of 20 waves that can later be modified
means I don't have to change the number of waves if I want to balance a
scene.
Multiple enemy types initial commit
Fixed missing enemy animations
Squad isn't considered idle until the squad leader is idle
Squads now move at the speed of the squad leader

Prevents units with multiple speeds from moving too far away from each
other.
Unit animation controller optimization

Units do not often change animation states. Adding in this check removes
unnecessary reset/set calls used to update the animation state.
Added japanese map components
Updated AI files to reflect Enemy AI changes
Added base unit levels file

Allows unit levels to be saved or reset without losing the default
values.
automated navigation between scenes, updated artwork etc for GTS
Changed the level exp formula

Prevents players from simply grinding to very high levels.
Added level 2 for Prehistoric and Japanese era
Updated japanese map components

Added the front wall, adjusted tower colliders, rerranged towers
The king can be damaged in the Prehistoric era
Added elite Raptor enemy type