Changed towers to interact with Mouse Manager
DialogManager is functioning properly;
Switches between portraits;
Can be activated by other GameObjects;
Dialog.txt is set up for anyone to add to (instruction included);
Currently each type of dialogue is rotated through a cycle of sayings;
TODO: create priority system for displaying dialog;
Giving directions with the mouse now only uses the left mouse button;
Created Ability class and Heal class;
Added TowerTargeter (like ClickBox);
Upgraded MouseManager logic to handle towers that target other towers;
Implemented forced movement

Click on their current rally point and all squads will ignore enemies
until their destination is reached.
Merged branch james_dev and dev
Renamed ProgressBar to Progressbar

Unity and git are having issues remembering the correct capitalization.
Readded health bar to Ability Tower
Towers automatically spawn units
Update code format
added upgrades, originally called it bonuses so everything is named in that form, but can change.
Added spawn time for Enemy squads
Fixed crash when ability tower is damaged, Increased tower durability
Fade in and out between, for narratives between scenes fixed an issue with Upgrades
Merge branch 'dev' of https://github.com/Chickenbottom/CSS385_PowerOverwhelming into dev
Merge branch 'dev' into ChadBranch

Conflicts:
	FinalProject/Assets/Resources/Scripts/Game/Towers/AbilityTowerBehavior.cs
	FinalProject/Assets/Resources/Scripts/Game/Towers/TowerBehavior.cs
	FinalProject/Assets/Resources/Scripts/Game/Towers/UnitSpawnTower.cs
moved Storybook Class
Era Selector Menu, Requires art for secondary buttons but logic is done
In process of developing the menu System