changed EnemyAI

EnemyAI now based off of monobehavior
EnemyAI added to CPlayer object
added boolean isAnAI
added public PlayerController to link to sibling PlayerController class
started new controls for AI

added canAttack variable to PlayerController Class
-  variable for AI code to interact with
- variable is set to true after reaching PHASE 13
- variable is set to false if not allowed to act

started new if statement in EnemyAI under FixedUpdate
- loop only happens if character is an AI AND the AI is allowed to make
actions
- NOTE: isAnAI check is only there to simulate game menu selection to
Single Player mode.  If that feature is implemented, isAnAI would be
removed along with EnemyAI component from the character object and would
be added through the menu selection ONLY.
Fixed compiler error and Attempted AI attack

added phases.nextInput
commented out rest of update function
AI can attack with new format

PlayerContorller
- canAct variable set to true
- buttonListener call commented out for testing

EnemyAI
- sets currentInput to "A"
AI can move and attack - limited

PlayerController
ButtonListener
- changed last else statement to else if not an AI
ButtonRegistration
- returned buttonListener call, no longer commented out

EnemyAI
- now constantly moves forward
- attacks when player is within range
Merged Development into Zan-Dev-Test
Added canAct flags into PlayerController
Added Phase system

phase 0 - can AI act
phase 1 - handle interrupts
phase 2 - handle blocks
phase 3 - melee attacks
phase 4 - ranged attacks
phase 5 - move
AI Movement

PlayerControler
- removed print commands

EnemyAI
- shifted Phases
- Phase 2-5 shifted down
- Phase 2 determines if character is currently moving
- Phase 2 has running timer and sets move to 0 if done
- move()
- determines random direction
- < 3 don't do anything
- < 5 move left (eventually move away from player)
- otherwise move right (eventually towards player)
- sets PlayerContorller.moveX to move in correct direction
- sets running timer to random number
added additional basic logic and basic AI attack

- added incAttack var - determines if PHASE 3 is needed
- altered PHASE 0
- two separate if statements
- second resets AI input once it can act
- removed old code
- added handleInterrupt, block, melee, and range functions
- block, melee, ranged, and move functions return true or false to
determine if continuing logic or exiting loop
- handleInterrupt sets running to 0 to stop AI from running
- melee()
- if next to player, can attack, else exit
- random variable decides if AI wants to attacks
- currently just sets input to A
- returns true if attacking, false if can't or won't attack
- move() moved
combo handling base in progress (EnemyAI)

- added combo vars to keep track of current combo
- PHASE 0 - resets comboPos
- melee ()
- added check for current combo, if doing current combo finish combo
- added random check for doing regular attack or combo attack
Logic Change - Kicking and Punching functions

- added separate functions for kicking and punching
- kick () has no combo currently, but will set currentInput to "C"
- punch () gained code that was in melee () from before
- melee () now decides if AI will punch or kick before deciding on doing
those combos
merging dev into zan-dev-test
Merge pull request #33 from rednaz/zan-dev-test

Zan dev test