Attack Animations!!!

Created attack animation framework for all unit types (unitPlayer,
unitEnemy), created sword and sword attack animation for the unitplayer,
created weapon switcher and made the ability to switch weapons for
player. Have not hooked into switching weapons.
github is dumb.
Fixed up block placement, so they are now along the walls of rooms instead
of random piles in the floor. Specifically, they show up in proper rooms,
rather than also in the middle of small corridor intersections as well. I
also added a second ore type, just to give a bit more visual appeal. We
should be able to at least hack together a solution to make ores mine for
resources and stone blocks to mine for nothing by Friday no problem, I
figure.

Also, I finally figured out how to properly assign materials to objects
that have been imported, so I've fiddled around to make things look
somewhat nicer. Doesn't evoke the most amazing graphics, but substantially
better than flat colors we had before.

Still no lights, because I still haven't figured out how to properly spawn
lights.

Finally, fiddled around with the map scaling somewhat. Rooms are
substantially smaller now, and the ceiling is lower down. Decided to go
with that, because the blocks were taking a VERY long time to generate
without it. Long term, we'll probably want to up the size again, but
before that we'll want to fix up the game so we only load some parts of
the maze at a time, speeding up that process. But when my fancy desktop
machine is taking a minute or two to generate all the cubes, there is
definitely going to be problems on demo day without scaling back.
Meta files!
Fixing up csproj, unityproj, and meta files
Merge branch 'better_block_placement'

Conflicts:
	Assets/Models/CrappySword.prefab.meta
	Assets/Models/Materials/Material_002.mat.meta
	Assets/Prefabs/Ore.prefab.meta
	Assets/mainGame.unity
Fixing up meta files after merge.
pickaxe...

merge manually probably....
Failed to properly save the scene file during the last commit, which
caused problems.
Removing superfluous cube models that are not components we need.
Committing meta files like they should be.
Merge branch 'Ari_victorCollab_12_6_2013'

Conflicts:
	Assets/Animations/PickaxeSwing.anim.meta
	Assets/Cube.prefab.meta
	Assets/Models/CrappySword.prefab.meta.orig
	Assets/Models/Materials/Material_002.mat.meta
	Assets/Models/ore 1.prefab
	Assets/mainGame.unity
Patched everything to allow the mining scripts to work. Presently mining
only hits blocks on the ground due to bugs with ray casting, but hopefully
that will be addressed soon.
made pickaxe look work
Added an angled directional light.
Nothing to see here, move along.
Just messing around with deleting files
Added two GUI interfaces for switching weapons; only using 1. Added some information to each weapon.
Added some attributes to weapons. Added an inventory to hold weapons. Added a gui which allows button presses to switch weapons. BUG: Weapon model switches but the weapon reference is set to null.
Merge branch 'Victor' of https://github.com/ZavaStudios/SeniorCapstone into Victor

Conflicts:
	Assembly-CSharp-firstpass-vs.csproj
	Assembly-CSharp-firstpass.csproj
	Assembly-CSharp-vs.csproj
	Assembly-CSharp.csproj
	Assembly-UnityScript-firstpass-vs.unityproj
	Assembly-UnityScript-firstpass.unityproj
	Assets/Scripts/BaseItem.cs.meta
	Assets/Scripts/BaseItemEquipable.cs.meta
	Assets/Scripts/BaseItemWeapon.cs.meta
	Assets/Scripts/Hud.cs.meta
	Assets/Scripts/Inventory.cs.meta
	Assets/Scripts/MineableBlock.cs.meta
	Assets/Scripts/Unit.cs
	Assets/Scripts/UnitPlayer.cs
	Assets/Scripts/WeaponPickaxe.cs.meta
	Assets/mainGame.unity