Added building factory
gold updated when ending turn
Updated and refactored some code

- Cleanup up: CaptureBuildings, GameLoop, GameManager and production
script with some testing code and comments.
- Refactored small portion of factorys. No duplicate code.
Factory improvement

- When creating a gameobject via the factory's you have immediate acces
to all of the properties. E.g. UnitGameObject.UnitGame.Cost etc. Before
you would get null pointer exceptions.
- Changed the BuildingGameObject, UnitGameObject, EnvironmentGameObject
and Tile to use Awake() instead of Start().
Commit for working on pc
Merge branch 'develop' of https://github.com/emperorjk/Triumph into develop

Conflicts:
	Triumph.v12.suo
Updated level creation and fixed bugs

- No longer is it needed to drag the child building / unit onto the
correct slot in the tile script. It adds itself to it when it is loaded.
- Fixed a bug within the factory. There was a duplicate line for
updating a reference in an object. It should have been the otherway
around. This is fixed now.
Capture and health text boxes.

- Remade the unit and building prefabs in order to add the textbox for
capture / health points.
- In the unitBase there now is a currentHealth property which need to be
used when increasing and editing the health of an unit. The health
property is now its maximium / full health point.
- Capture text is shown when an building is being captured.
- Health text is shown when the health of an unit is lower then the
maximium / full health.
Capturing damage, update text boxes

- When you capture a building the unit which is trying to capture is is
damaged. For testing the trainingzone also damages. The
currentcapturepoints are increased and then the damage is applied.
- Moved all of the update textbox calls for capture and unit health to
the increase/decrease health / capture points so that whenever is is
modified it is also updated.
PlayerEnum

- Changed One to Blue and Two to Red.
- Since we use the color blue for player one and the color red for
player two i changed it. Gave me headaches sometimes.
Highlight code improvement

- Deleted all tiles from hierarchy
- Dynamically add tiles
Attack working

- Going to improve code later today. But units can attack each other
now, range and melee.
Production units

- Production overlay shows when a building type is barracksmelee, range
or cavalry.
- Should always center on the bottom of the screen.
- Added some methods to gamemanager and changed some code in buildings.
Production overlay update

- When clicking anywhere when the overlay is active the overlay now
animates downwards and then destroys the object instead of destroying it
inmediatly.
Fog of war

- The fow is now implemented. 3 days (turns) it is days and 2 days
night.
- Nothing has been added to the movement of units. So moving a unit
during the night will not update the fow. Only when the NextPlayer()
method is called.
- There are 2 methods each with 2 overloads which allow you to show or
hide the fow for a unitgameobject or an buildingameobject. This can be
used for the movement.
- Every building and unit has a method from which to retrieve the line
of sight. This is used to hide the fow.
Refactor movement + attack

+ Melee unit not gray if he can attack after movement
FileLocations class + Audio files

- Added a FileLocation class for all the locations for prefabs etc. so
there is one place to keep track of them.
Changed location sounds
Camera movement and small updates

- Camera movement is implemented. See the txt in Drive for detailed
explanation.
- Added Level1-Bigger scene with 3 extra rows and 1 extra column for
movement testing boundaries.
- Updated 3 lines in Attack class which for example checked if an unit
gameobject is not null, while the tile class has a method HasUnit()
which already checks that for you. Or getting a tile from a
UnitGameObject via transform.parent.gameobject.getcomponent<tile>()
instead of unitgameobject.tile.
- Updated the check for the donebutton for correct finger usage
(lol...).
- Updated the position and scale of the gamebar in order to fit the full
camera screen.
Sounds