Merge pull request #41 from rednaz/development

Merging dev into Zan-Dev-Test
Merge pull request #42 from rednaz/chico-dev

Chico dev
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
updated ranged () call

choose a random variable, if that variable is less than 5 then start the
combo
this results in a 5% chance to do the special ranged attack (may be
changed if timing not good or too good)

NOTE - currently uses melee () to finish combo.  need to create handler
for all combos
modified phase 1 - major changes

Phase 1 received major changes.  Instead of a simple check, it now uses
a switch statement to determine what effect it needs to accomplish based
on certain conditions.  Currently it only checks if the AI needs to
block or if the AI is currently in a combo type attack.

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Fixed Update ()
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- added switch statement based on handleInterrupt () call
- case 0 - block ()
- case 1 - contCombo ()
- case -1 - no interrupts, continue to phase 2

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handleInterrupt ()
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- changed from bool function to int function
- checks if player is about to be attacked, if so, return 0
- checks if player is currently using a combo, if so, return 1
- else return -1

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contCombo ()
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- code was taken from melee () to handle combo attacks
- fixed section that caused infinite loop to always attack
- if (comboPos < current.Length) - should be current.Length - 1
final changes before merge

- removed excess comments
- small change to block chance
- removed excess code from melee () that was moved to contCombo ()
- removed variable assignments and declarations to Random numbers that
were used immediately and then discarded
- removed deprecated kick () and punch () functions
- removed deprecated  isAI () function
- removed deprecated startState () function
- removed deprecated meleeState () rangeState () moveState () stop ()
Hurt () and Flip2 () functions
Merge pull request #45 from rednaz/zan-dev-test

Zan dev test
MERGE CONFLICTS