Not sick anymore! Map structure, Enemy logic and anim, better bullet patterns

Summary

I was super sick and slow so was the progress. This build tests a new map structure, add a enemy behavior system and improves on some major features. There is a new bullet pattern system as the old one was not flexible enough. It allowed nice looking patterns and will be useful for bosses and crazy situations. But it was too limited for enemies that should use patterns with very specific shapes and behaviors. Like most enemies in Enter the Gungeon or Monolith. Animating and controlling the enemies is always a challenge for me in term of how to implement these "states" properly. I always try to make my own system but this time I want to try the unity way again using Mecamin. I went a step further by using a layer of the animator to manage the enemies "logic" using custom "BehaviorScript" extending the StateMachineBehaviour class. Seems to work fine and it should be flexible enough. We will see how it goes on the long term. The Isometric view is much more painful to integrate properly than expected. Everything needs to be accounted for its skewed nature, it's a big pain in the ass. But at least it looks somewhat more unique than a "flat" view.

Changelog

Add new map structure
Add a flexible bullet pattern system (shapes!)
Add enemy animation system (It's just Mecanim)
Add enemy behavior system (using Mecanim!?)
Fix ton of issues related to the isometric view

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