fixed calls to attacks based off new layout (Enemy AI)

added variable currAttack - current attack mode

deprecated isAnAI var - determined to be useless for its purpose

block () call now in handleInterrupt check (PHASE 1)

removed unnecessary code

melee () changes
- creates temp string that contains current attack string
- if comboPos is less than the attack length
- sets next input and increases comboPos
- if comboPos is equal to or greater than the attack length
- resets comboPos and exits melee ()
melee attack changes

added var currType for type of combo attack

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FixedUpdate ()
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- added check to see which way the AI was facing
- phases will uses this information to determine attack, block, and
movement directions

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melee ()
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- changed initial distance check to be based off variable that is passed
- if in the middle of a combo, checks for type of combo and facing
- if done with combo, reset variables and exit melee

- punch() and kick() calls removed

- added logic to enact both drives and Sdrives
- each sets the attack type, which attack, and starts the combo in the
current direction
updated move () call

move function now determines moving toward and away from player instead
of left and right