public override bool AIHop(Vector2 target)
    {
        //Returns true if you've passed the target
        if(goingRight && transform.position.x > target.x)
        {
            goingRight = false; //Set to false to account for when the wanderTarget moves to the other side of me
            return true;
        }
        else if (goingLeft && transform.position.x < target.x)
        {
            goingLeft = false; //Set to false to account for when the wanderTarget moves to the other side of me
            return true;
        }

        CompareTargetPosition(target);
        if(!jumpController.isJumping)
        {
            moveState = PlatformingState.running;
        }
        if(sensory.isGrounded && moveState == PlatformingState.running)
        {
            moveState = PlatformingState.jumping;
            jumpController.DumbJump(new Vector2(hopDistance.x * (goingRight ? 1f : -1f), hopDistance.y));
        }

        return false;
    }
    public override void AIMove(Vector2 target)
    {
        CompareTargetPosition(target);

        float xMove = 0;
        float yMove = 0;

        if(moveState == PlatformingState.running)
        {
            if (goingLeft)
                xMove = -moveSpeed * Time.deltaTime;
            if (goingRight)
                xMove = moveSpeed * Time.deltaTime;
        }
        if(moveState == PlatformingState.jumping)
        {
            //I have a force on me, so I'm not doing much right now
            if(!jumpController.isJumping)
            {
                moveState = PlatformingState.running;
            }
        }

        Vector2 moveTo = new Vector2(xMove, yMove);
        transform.Translate (moveTo);
    }
 public void WaypointJump(Vector2 jumpDistance)
 {
     if( sensory.isGrounded)
     {
         moveState = PlatformingState.jumping;
         jumpController.SmartJump(jumpDistance);
     }
 }
 void Start()
 {
     sensory = gameObject.GetComponent<AnimalSensory>();
     moveSpeed = 5f; // The amount of unity units I move each frame
     moveState = PlatformingState.running;
     jumpController = gameObject.GetComponent<JumpController>();
 }