Started adding transition State as a test. Maybe will try a Decorator pattern. Decorate a State before a change with a transition state. The Question is, should one state determine how the entity goes to another state?
Changed WalkTransitionState to a proper Walk State and let the other States decide to use the Walk state as a transition state to the next state
Added LocationIndex Component which contains all the World positions of the locations from the Locations Enum. This was done so that the postions could be set from the unity Editor or maybe later from a file. Anything that needs the location position just needs to ask the Index where the location is.
Removed Miner as Component. BaseGameEntity was made a MonoBehaviour so that the states would have access to GameObject information. This change made it possible for the Walking State to affect and check the world position.
Did some code cleaning. Commented out some of the debug code. Try some different methods of abstractions which did not give the results that were wanted.