10.19.2012
=> changed the point from which raycasts are sent out for ledge hanging detection
a. used to be from the corners, but now it goes from the center of the character
=> added _isBlockedRight and _isBlockedLeft logic and properties for the character
=> mapped xbox controller buttons to Unity Controls
a. enabled the use of the D-Pad for character movement
=> allowed the character to shoot diagonally if the player is holding a modifier button
a. implemented two modifier buttons. Left Bumper: diagonal-down; Right Bumper: diagonal-up;
=> the character must be much closer now to "lock" onto a ledge
=> created the first testing "room" with a door
a. door is not functional yet.
=> added all directional shooting for when the character is airborne
=> added all directional shooting for when the character isGrounded (except directly down)
=> implemented the character opening a door
a. the door will disappear and just become a trigger to wait for the player to walk through
b. when the player walks through, the room will change to the adjacent one in that direction
Also, here is the latest shot of my character: