This file will house the properties of Effects,

Effects are explained here: https://github.com/Suddenly-Entertainment/Test/wiki/Effect
I needed a placeholder so I wouldn't get compiler errors.
This file completes this by adding in a class, that has nothing in it.
Made it so it calls a function to load all XMLs.

This change was needed because I want to be adding
in soon other XMLs like Champions.

By doing this, we are calling a function that we can
modify to do all setup things, instead of just setting
up Items.
Refactored PropertiesBase, added IconName.

I felt that the Base at the end of PropertiesBase
was not needed, so I refactored it to just be
Properties.

Possible side-effects are that if you have classes
that have variables named Properties then there
may be conflicts.

I added IconName for later use.

Signed-off-by: Spencer Alan Watson <spenceralanwatson@gmail.com>
Refactored Properties.  Changed AddStatChanges.

Seeing as how I refactored PropertiesBase to
Properties, to prevent conflict I refactored the
variable Properties in this to properties.

I Changed AddStatChanges so that it would return a
UnitStats and the UnitStats passed in is not passed
in by Ref.
This is mainly to conform with how, in previous
commits, I changed how we go about adding UnitStats
Together.
Instead of using the += operator, now we return the
result of UnitStats.Add.
Added so we can have modularity.

I added UnitProperties, which extends Properties
because I wanted it so that any operation on units
that needs unit related properties, could access
it from any unit with minimal code.
This allows them to just cast the properties to this.

Specific Units properties should derive from this.
Made Derive from UnitProperties

I made this derive from UnitProperties for reasons I
litsed on the commit for UnitProperties.
Because of this, I removed Stats, as it is not needed
.

Also, I changed passive into Effects, which is an
array.  This is to go along with the decision that
passives should be called Effects, and that there is
no reason why there might not be multiple effects for
one champion.
Made derive from Properties.

I made this derive from Properties, and as such,
I also removed Name, as it would conflict.
Moved this to its own file because of Unity.

Unity states that all files should be named after the
class they contain, so I figured that means every
class should be in its own file.  I moved this here
from ItemProperties.cs.
Commented out Logs.

I was getting errors when I tried to local test on my
machine, which doesn't have Unity (linux).
Added New line to the end of getNiceString.

This was mainly so stats looked nicer.  Doing this
will make it so that they are not crunshed up in a
square.
Added several stats.

I added life steal, spell vamp, cooldown reduction,
critical strike chance, and evade chance.
Changed how we handle opening and closing the shop.

I made it so that instead of checking an axis if it
is 1 or not, I made it so that we check if the button
 was released this frame.  This is to fix that
annoying flickering shop menu.
Changed so stats at bottom.
Changed a lot.

First thing, I added a layout for
the client telling the server if
and which ability they want to use.
Currently does nothing.

Second, I made ClientAxis check if
the client is dead before moving.
This is because dead things don't
move. (:P)

Third, I made a changes so that the
Move Speed and Rotate Speed of the
player is how much they will move/
rotate in a second.  This is to make
 that fps independent.

Fourth, I removed the RPC functions
Freeze, and Unfreeze because they are
 sloppy and unused.

Fifth, I changed the Spectate
functions to fix some bugs.
Added setup functions.

I added setup functions to load the
following:
- Champions
- Abilities
- Effects