Huge refactor of how skills work. A skill is now a collection of SkillAttributes, that each represent one property (radius, cooldown, damage, cost, etc.). This will allow for rather easy addition of new skills and usage of some specific characteristics after initial level randomization.

The genetic algo for now picks 3 attributes among all. This is obviously not ideal, as it doesn't take into account whether the attributes are positive or negative ones. Meaning that having more attributes could mean more malus.
Additional fixes on Skill generation
Defeating the Nephalem adds the NEPHALEM_NOVA to the unlocked attributes (it still does nothing for now)
Unlocked attributes now appear on level randomization screen
Unlocked attribute can now be part of the newly generated skills (nephalem_nova still doesn't do anything)
Monsters are now always completely within the fighting arena (issue #49)
Refactor of genetic algorithms, and added a new variation (no breeding from parents, only mutations, like unicellular organisms. The goal is to allow better specialization of the skills, while parents breeding will tend to uniformize the specificities)
Armour attribute and image
Player skill attributes that have an effect on ColliderEnter (i.e. the real effects of the skill) are now properly handled by dedicated component, instead of some messy code within SpellObject, which makes adding new attributes easier
Enemy skills are handled in the same way the player's are
Boss also works properly with the new enemy skill system
And can take again the skill from the boss
Small adjustments for 16:10 resolution
Installed Unity Remote from Asset Store to debug mobile devices (no concept of library, everything is installed in the project... Luckily there aren't that many files)
Handling of touch inputs. Hard-coded for now.
Removed Unity Remote as it prevented project build with Unity free
Small tweak of double tap window to have something more reactive
Changed back the application name and icon
Starting balancing the skill generation
Scaled the life / mana bars to match the global level progression bar
Tweak of attribute values. The idea is to have all the attribute values roughly on the same scale to make for easier comparison and balancing
Merge pull request #51 from sebastientromp/master

Skill reegineering