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