Rooms have specified types now, so you can decide what to put in a room
based on the type. Currently has empty, enemy, and start room types.

Enemies getting placed in enemy typed rooms. Roughly speaking happens on
1/2 of the rooms. No spawning in corridors.

Player now spawns in the center of whichever room is specified as the
start room. Technically there's a bug here: if we, through sheer bad luck,
have no rooms spawn, the user will just start wherever (potentially out of
the maze). Proper fix for this is ensuring there will always be some
number of rooms, but that's fine tuning in the maze generation we can
address later.
Added ceiling to the maze, and put in textures so you can actually see
what's going on. Still no lights - apparently spawning lights is a bit
strange? We'll have to work that out later, I guess. Next step: place ore
blocks more intelligently.
Added meta files, because apparently those are important.
Merge branch 'alloc_enemies'

Conflicts:
	Assets/mainGame.unity
I fixed the enemies not dropping into the dungeon by making the small change with the enemies. Everything runs well now. And the merge is officially complete.
Added in a simple HUD with health and max health. Added a pickaxe that
acts like a weapon. The pickaxe and weapon are simultaneous equipped right
now. It looks like the layers data got lost so I readded 'world' and
'enemy' layers.
working on weapon equip
got weapon equip to work correctly
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