Implemented the basic version of a Sweater Enemy with no logic
The player detection is in place now, finish this by adding game logic to
the monster after sighting player in onPlayerSighted() function.
Added Enemy Sweater Obj to prefab
Added player sighted pos.
Now this script will keep track of where the player is when the player is
in sight of the monster.
updated prefab
Dropping off the Enemy patrol chase code
On the enemy object, there is 2 boolean.
shouldChse and shouldPatrol are to define our need for different monster
The way to set waypoints is just make new gameobject in scene and place
them at the right position, also assign that object to the wayPoints array of
the script.

the enemy will not chase the player if the player is not in sight.
made the vaccum and pillow prefab
Added player shooting script and place holder bullet object
Add blender 2.7 version of the kid.
Hallways, Added Collider boxes, new assets.
Made all floors static.
change the hallway path for more maze like.
Added door to the office.
Merge branch 'master' of https://github.com/jjbeanz/nightmare into jj

Conflicts:
	Assets/SkyBox Volume 2/DeepsSpaceRedWithPlanet/DSRWP.mat
	Assets/_Scenes/char_move_test.unity
	Assets/nightmare.unity
Got kid model working.
Kid and monsters added
Merge branch 'master' of https://github.com/unitycapstone/nightmare

Conflicts:
	Assets/Animations/the_kid.blend.meta
	Assets/_Scripts/PlayerMovement.cs
New character, new bullet, added monsters, monster movement
Merge pull request #12 from jjbeanz/master

Demo for customer.
Made new kid char model with newest model/texture, made sure enemy script working with this