Added basic menu and level interface. Adjusted files accordingly
Added slide in/out side menus and more

In the process, created an interface manager. It handles most general
functions used by interfaces.

Sidebar, which is the script used for the two side bars which pop in and
out.

Modified Layers. Changed foreground to GUI.

Expanded the constants script

Added framework for lower area of in game UI
Interaction Changes

Interaction system redone. Indirect vs direct interactions. Direct is
player directly interacting with world. Indirect is controlling another
unit, and interacting with that unit.

Cleaned up mousecontroller, and all interactable related stuff.
Interaction Changes

Interaction system redone. Indirect vs direct interactions. Direct is
player directly interacting with world. Indirect is controlling another
unit, and interacting with that unit.

Cleaned up mousecontroller, and all interactable related stuff.
Merge branch 'interface' of https://github.com/yash3ahuja/CS496-CovertProtocol into interface
Door interaction
tk2d Radial Menu + Interaction vs interactable + movement fix + more
Merge branch 'develop' into interface

Conflicts:
	Assets/Scenes/DevLevelInteractions.unity
	Assets/Scenes/DevLevelInterface.unity
	Assets/Scripts/Controls/MouseController.cs
	Assets/Scripts/General/Constants.cs
	Assets/Scripts/General/Utils.cs
	Assets/Scripts/Interaction/Interactable.cs
	Assets/Scripts/Interaction/InteractableEntity.cs
	Assets/Scripts/Interaction/InteractableLight.cs
	Assets/Scripts/Interaction/InteractableObject.cs
	Assets/Scripts/Interaction/InteractableSquad.cs
	Assets/Scripts/Interaction/InteractionManager.cs
	Assets/TK2DROOT/tk2dUI_demo/3 - 3D UI/3D/button.fbx.meta
Read below

Added a source attribute to interactions. Used to define the
interactable the itneraction was created in.

Add in LinkedInteractable. Using the previous added feature,
LinkedInteractable is a special interactable which acts as another
interactable when selected. So, when its interaction menu is triggered,
all the interactions in the menu (except examine and none) will be
associated with a separate predefined interactable.

Modified door and door trigger to be more useful in the future. Rewrote
the two in a simpler fashion. Also added the option to lock a door. It
won't toggle between open and close when locked.

remove the ugly grey background of the radial menu, and made text more
legible.

Add door to game tags.

Adjusted all interactable + interactions to adjust to the interaction
changes.

Added semi-functional and semi-placeholder interactions for squad
abilities.

Fixed several interactions bugs (such as all interactions being
considered indirect).

Fixed bug which made the options displayed in radial menu inflated.
Merge branch 'develop' into interface

Conflicts:
	Assets/Art Assets/Materials/Textures/Test Wall Texture.jpg
	Assets/Art Assets/Materials/Textures/Test Wall Texture.jpg.meta
	Assets/Materials/Sprites/Test Wall Texture.jpg
	Assets/Materials/Sprites/Test Wall Texture.jpg.meta
	Assets/Materials/Textures/Test Wall Texture.jpg
	Assets/Materials/Textures/Test Wall Texture.jpg.meta
	Assets/Scripts/Controls/MouseController.cs
	Assets/Scripts/DoorTrigger.cs
	Assets/Scripts/GameTags.cs
	Assets/Scripts/Interaction/InteractableSquad.cs
	Assets/Scripts/Interaction/InteractionManager.cs
Bugfix + Scene Update

Updated scenes with new Main camera. The main differentis the mouse
controller component had a new argument. The main camera was made into a
a prefab, along with the radial menu.

Fixed bug where a Monobehavior derived object was being instantiated the
incorrect way.

Readded gametag functions which were removed.

Issues:

Movement issue. When pathing to certain locations, the unit will just
freeze, and not move again. Easy to replicate.

The sprites do not function with interactions yet. This is because they
do not have a mesh. Will be handled Sunday.
Interactable Update

There is now a toggled option in interactables which determines where or
not an object is player direct interactable. If an object is player
direct interactable, then it can be right click normally to trigger
direct interactions. If not, then you can only trigger its direct
interactions when you have other objects selected which ARE NOT that
object. So, you can trigger a consoles direct interactions ONLY when you
have another object selected :D

Modified the mouse controller again. Now onjects are only interacted
with (right click) if they have interactable tag. The selectable tag
just determines if you can select an object, not if you can interact
with it.

Interactiablemanager and mouse controller determine if an object was
"directly interacted" with now. See first change.

The placeholder "None" interaction has been removed. Radial menu only
appears now when there are options for the radial menu. It will not
display otherwise.

Lots of random minor fixes.

Elevator interaction works properly. Trap and locked door should also
work easily, just needs to be created (Doing that now).