IEnumerator Start()
    {
        state = babyCowAIState.WANDERING;
        agent = GetComponent <NavMeshAgent> ();
        enemy = GameObject.FindGameObjectWithTag("Alan").transform;

        wanderPoints = GameObject.FindGameObjectsWithTag("BabyCowPoints");

        if (moveTo == null)
        {
            moveTo = getRandomMoveTo();
        }

        yield return(new WaitForSeconds(Random.Range(30, 45)));

        GameObject obj = Instantiate(Cow, gameObject.transform.position, gameObject.transform.rotation) as GameObject;

        Debug.Log("new cow1");
        Destroy(gameObject);
    }
    public void MakeDecision()
    {
        prevState = state;

        switch (state)
        {
        case babyCowAIState.IDLE:
            state = Idle();
            break;

        case babyCowAIState.WANDERING:
            state = Wander();
            break;

        case babyCowAIState.CHASING:
            state = Chase();
            break;

        case babyCowAIState.ATTACK:
            state = Attack();
            break;
        }
    }