Staring Work on MortarStrikes #49
Scripts have been written. Don't know if they work though as I didn't have time to setup a test scene. Will test later.
work for #49.
mortar strikes are now working mostly correct.
some things need a little reworking for easier use with the unity inspector.
also, they don't deal damage yet.
we'll need an explosion too.
work for #49.
Mortars now deal damage to the player.
Additionally, changes have been made to make the mortar strike easier to tweak in the inspector.

TO DO:
The mortars need a damage drop off depending on how close the player is. Right now it's just a single radius with no dropoff.
Polish effects - explosions, etc
work for #49. Added a damage dropoff to the mortars according to the distance you are from the mortar when it hits the ground.
TO DO: make the mortars always rotate forward
Merge remote-tracking branch 'origin/master' into boss_meshes
Merge remote-tracking branch 'origin/master' into MortarStrike
#49. general work for mortar strikes. simplified the system a little.

TO DO
allow for mortars to be dropped at pre-set locations.
#48. Mortars now rotate forward when traveling in the air.
TO DO: allow for pre defined target positions to be set for the mortars
#49. MortarAttacks now have the option to use predefined targets. If using predefined targets, a mortar picks a random target from the array. If we would like it to be sequential, I can change it (let me know). Using this option still allows for dynamic moving targets too, so we can have a mix of static target positions and moving target positions (such as the player). Making a pull request now.
#49. Improved the code for the MortarAttack by eliminating the use of a delay timer. Uses an Invoke now.
#49. Improved the code of the SpiderTankMortarState by using an invoke instead of a delay timer.
I've put in the Player mesh and a minion mesh and connected them double check it please.
Spawner Settings Cleanup
- Moved the spawner settings into a SpawnerSettings class.
- Put SpawnerSettings into the SpiderTankState and added the common code for overriding spawn settings.
- Refactored EnemySpawner to use a coroutine for delayed spawning, rather than doing it with a Timer in the Update() method.
- General state code cleanup.
Spawner Spawn Cap
- Spawners can now have a maximum number of minions on the screen.
- Fixed a bug that was making the notify once option on the DeathSystem not work.
Merge pull request #105 from ModSquadWorkshop/boss_state_cleanup

Boss state cleanup
merging branch master into boss_meshes
Merge branch 'boss_meshes'
#103. Implemented a shotgun. Also made general performance optimizations to the weapon scripts - removed a few timers and now using Invoke.
Merge branch 'master' into art_integration
Merge pull request #107 from ModSquadWorkshop/shotgun

Shotgun