/// 12/13/2022
///
/// Feature: Walking Avatar and Trigger Zones : COMPLETE!!!! and TESTED!!!!!
/// -1. PHYSICAL VERSION NUMBER >!<
/// A. Added to GAME MANAGER
/// B. Compares variable Update_Version.
/// C. Used to Compare outdated Save files and updates accordingly.
/// D. Not Yet utilized for INFO Update. [METHOD REMOVED - 12/15/2022]
///
/// 0. New Physics Layer - LOBBY_Page_Triggers
/// A. ONLY DETECTS itself.
/// B. Third Person Avatar now contains a collider specifically for this Layer.
/// C. Trigger_Page_Zones will use this LAYER.
/// 1. Trigger_Page_Zones
/// A. Detects Collisions of Layer [LOBBY_Page_Triggers]
/// 2. Trigger_Page_Archive
/// A. Added to FPS_TPS
/// a. Initialized.
/// 3. Updated Page_Identity
/// A. Now includes the entire Sequence of Commands that would have occured
/// if OnClick() was exposed within the Button Class.
/// 4. FPS TPS
/// A. Added Trigger_Page_Archive
/// a. Located with the Display Value Manager
/// B. Configured Page_Identity
/// a. Populated new variables added for Lobby Page Triggers.
/// 5. 0_LOBBY
/// A. Added Obstacle Meshes
/// B. GATE_Obstacles REQUIRE TOGGLE. [COMPLETE] >*<
/// a. Added Funciton to Director Lobby 0
/// i. Disabled on Combat Count Down.
/// ii. Disabled on execution of CurrentState = 4
/// iii. Enabled At the Very End of Score Card
/// iv. Enabled After Character Presentation.
/// v. Disabled at start of Presentation
/// vi. Disabled on Page Open, Enabled on Page Close.
/// b. Updated Director with Scene.
/// c. Added Walk Ray BLockers to Scene.
/// d. Added Walk Ray Collider to Scene.
///
/// 6. Walking Input
/// A. RayCastManager - Impletemented the FPS_MODE Gate wtihin the TouchExection/Release portion.
/// a. Added Third Person Walk Input. [MOVED to TPS_RayCastManager] >#<
/// i. Creates RayCast from ScreenVector to ScreenPointToRay
/// B. DEBUG INPUT MONITOR - added Check for TPS_Walk INPUT.
/// a. added TPS_RayCast inputs.
/// C. TPS_RayWalkInput - created
/// a. Added to FPS TPS [REMOVED!!!!!!]
/// i. Added to Prefab - Located with the RayCastManager [REMOVED] >#<
/// ii. Toggles FPS Flag on perspective change.
/// iii. Connected FPS_TPS Manager reference to i_TPS_Walk_Input. in prefab
///
/// b. Added Walk Indication Box
/// i. Disable object when TPS navigation stops movement.
/// ii. Physical Object and Appearance complete, added to Prefab.
/// c. Added System Toggle to Director Lobby to prevent unintended Freedoms.
/// d. Added Force Stop on TPS_RayCastManager
/// i. Called by Lobby and Launch Button.
///
/// D. Created Entirely new RAY SYSTEM - TPS_RayCastManager >*< WORKS PERFECTLY!!!
/// a. Added the TPS_RayWalkInput
/// b. Added Relay from TouchManager_NotUNity.
/// c. Added to TPS_Execution Order
/// i. Need to add to prefab [COMPELTE!]
/// d. Completely Removed any traces of Walking Inputs from Raycast Manager
/// e. replaced all previous FPS_TPS References with Third Person System.TPS_RayCastManager
/// f. Add Debug Monitor boolean for receiving.
/// g. COMPLETELY Tested. Reduction Value set to 0.01f;
///
///
/// 12/14/2022
///
///
/// Problems on Mobile Devices
/// I. Initial Hoard do not engage quick enough
/// A. Code Checks out fine
/// 1. Mobile has an odd delay, no fix can be performed >#<
/// 2. PC is quick as it should be
/// II. Time to Begin a Reload is too Slow. [COMPLETE] >*<
/// A. Animator Transition from Down to Up has been reduced to 0.
/// 1. Test resulted in no change - Its not the Animator.
/// B. Reload Times from Script.
/// 1. Tested and decided to change all Variation reload times to a solid 0.5f.
/// a. The reload is near instant, reflecting the classic Rail Shooters.
/// III. Power Ups are Too frequent and Numerious [COMPLETE] >*<
/// A. Level 0
/// 1. Removed All Tags, Colliders, and Rigidbodies from Crate Nodes--- not neccessary to have.
/// 2. Real Crates reduced to 2 from 50
/// 3. Empty Crates remains at 50.
/// 4. Total Crates reduce to 50 from 100.
/// i.. Playing through it, i actually miss the crates, set back to 100!
/// ii. ill will reduce it if anyone complains, lol
///
/// B. Power Crate - I have removed the Randoom chance for Green Power ups.
/// 1. Specify Weapon function remains unchanged (Green and Red Available, kept for TUTORIAL)
/// 2. Known Side effect: Random Red power with GREEN particle effects (as seen in code.)
/// IV. Earning Currency of Types did not refresh the shop
/// A. Now does a full length update.
/// B. Now Refills on Death and level complete (Director Lobby)
/// V. Title screen now contains current Version NUmber. >*<
/// A. Added to Script
/// B. Child of Note Object.
/// VI. Names for all weapons
/// A. Added - Located within Root of Lock
/// VII. TPS_Navigation - Fixed the Movement Check. IT now works as intended.
///
/// VIII. FPS UI had some odd diplsaced ELEMENTS
/// A. Anchored and Fixed Deformed Sliders.
/// B. Moved Exit buttons due to the addition of the Swap Button
/// 1. Exit button of Settings page and Cross Hair page.
/// C. Added Pause Effect to FPS settings
///
///
///
/// 12/15/2022
/// I. Director Lobby 0
/// A. Added List of Trigger Zones
/// 1. Toggle when launching Level.
/// II. Main UI
/// A. Fixed Alignment of Arrow Indicators for Erorr in Weapon Loadouts.
///
/// III. Calibration System - NEW -
/// A. Modify GUI_Reticule_Manager / Transcript
/// 1. Added New Bool for Calibration Test
/// B. Touch_Calibration_Initialization
/// 1. Ready for Scene Setup and Test.
/// 2. Checks File
/// 3. Executes TouchDetector and RayCaster.
/// 4. Setup in Scene >*<<>
/// C. Touch_Calibration_TouchDetector
/// 1. Detects only Figner 0
/// 2. Screen Vector Sent to Touch_Calibration_RayCaster
/// 3. Setup in Scene >*<<>
/// D. Touch_Calibration_RayCastManager
/// 1. Handles Timeline
/// a. Timeline Triggert visibility of Elements
/// b. Button Element >*<
/// b.1. Triggers Caster
/// b.2. Stop Blinking Asset
/// b.3. Enable RayCast Target - tag - "Calibration_Target"
/// b.3.a - added and configured in scene. >*<
/// b.3.b - added layer Touch_Calibration
/// b.4 Enable Slider Group
/// c. Setup in Screen >*<<>
/// E. Slider_Controller (x2)
/// 1. Update Numerical Display
/// 2. Send Data to Touch_Calibration Caster
/// 3. Setup in Scene >*<
/// F. RayCast Target is no longer par of the UI
/// G. Calibration Camera now set to Overlay for 1:1 Canvas to ScreenVector.
///
///
/// 12/16/2022
/// GUI_Reticule Manager
/// 1. Now Loads and Save addition DATA involving the new Calibration System v0.5
///
/// Calibration System Initializer
/// 1. Now Loads Title Screen, called by Touch_Calibration_RayCast_Manager
/// Touch_Calibration_RayCast_Manager
/// 1. Reveals a Save Button
/// A. Saves Data to GUI_Reticule_Manager
/// B. Enables Title Screen.
/// FPS_TPS
/// 1. Changed both TPS and FPS crosshair page!
/// 2. Prefab updated.
/// GameManager
/// 1. Now Saves the physical Version Number.
/// FREE WEAPON
/// 1. I have decided to give the Punisher free to everyone.
/// A. It was originaly used in the tutorial and would flag
/// a fraud purchase because it was given out for free.
/// Instead of creating a bypass, I have decide to keep this weapon unlocked.
///
///
///
///
/// 12/19/2022 /20
///
/// For the Longest time i have been trying to figure out why the Calibration System and the Crosshair page were not identical in offset.
/// I have figured out the issue!!!!! >#<</F.>
///
/// I. Calibration and Crosshair Offset Problem
/// A. Both systems have different offsets?!?!?!
/// 1. Problem FOUND - [SOLVED] >*<
/// a. The Canvas Component does not allow SCALING and sets its own scale.
/// b. The canvas component for both systems are different and cannot change - thanks to unity.
/// c. In order for both systems to become identical in offset, a group must be created and scaled
/// to match the other.
/// d. Due to the entire FPS system locked into a scale, the calibration system is requierd to
/// be consistent in scale with the FPS_TPS prefab.
/// e. Scale has been made within the Calibration System. Fix can be found in scene labeled,
/// Correction Group.
/// f. FPS version must have a viewing camera set to FPS_UI
///
///
/// 2. Unity Problem. >!<</a.>
/// When a Canvas is set to screen space overlay, it ignores any camera culling parameters.
/// A. To avoid this problem, I decided to hide the canvas. while the FPS option is active.
/// B. I have disabled the the FPS_TOUCH CAMERA.
///
///
///
/// II. Inside Kill Sphere
/// A. Updated to FPS_Avatar Position instead of Firearms.
///
///
/// III. Other
/// A. Set Crates down to 20 from 100.
/// B. SWAP button needs to hide during Controlled EVENTS [SPRINTING] [Complete] >*<
/// 1. Inputs are blocked from parameters listed in GamePlayMaster.
/// 2. Added SwapButton to FPS_TPS, now hides button on critical stop inputs.
/// 3. added an addition check when swap is in progress.
///
/// C. Improved the Player Indication Shader -- added to graphics
/// D. Impact shader remains.
/// 1. Set Clamp min from 1 to 3 (impact script)
/// 2. Set Clamp within shader as well, value of 3 min
/// E. Doubled the speeds of regen and degen from 5 to 10, from 10 to 20
/// F. Death Sound trigger changed from 3.2 to 4.3f
/// G. Lobby GUI
/// 1. Brightened all buttons in shop
/// 2. Brightened Settings Buttons in FPS mode
/// 3. Added Names for lock Pages.
/// 4. Exit button now changes color to Red when a page is active. >*<
/// 5. Armory Pages
/// a. Added Blinking asset to Equip Mode Toggle
/// b. added visible Text for Loadouts Set I and II
/// c. Moved Primary and Secondary Equip buttons to match organized Layout.
/// 6. Score Card raycasts are blocked???
/// a. TPS_Specator was blocking casts
/// b. ReturnLobbyButton was also block casts
/// c. Created Variables to Disable both.
/// 7. Added Button To DISABLE Touch Swapping >*<
/// a. Code added to GUI_Reticule Manager
/// a.1. added to Save and Load
/// a.2. added Commmands
/// b. Code Added to Ray Cast Manager
/// b.1. boolean added to primary block.
/// c. GUI needs Button[COMPLETE]
///
///
/// IV. Working_Around the Phone's Retaliation Problems.
/// A. Oddly for the phone, not all Enemies in Retaliation phase make it to the player???!
/// 1. 40 second Deadline time added to BOth Initial Retaliationa and Event Finishers.
///
///
///
///
/// This game is ready for Launch v0.5B14 -- DEMO.
/// Backing up now.






