3 | | * IDLE state: Plays the normal "idle" animation. After a randomized amount of time (between FeedTimeMin and FeedTimeMax), it will choose whether to switch to the ROAMING state or the FEEDING state. |
4 | | * ROAMING state: Plays the "walk" animation and moves the unit randomly. After a randomized amount of time (between RoamingTimeMin and RoamingTimeMax), it will choose between switching to the FEEDING state or the IDLE state. |
5 | | * FEEDING state: Plays the "feeding" animation. After a randomized amount of time (between FeedTimeMin and FeedTimeMax), it will choose whether to switch to the ROAMINGFEEDING state or the IDLE state. |
6 | | * ROAMINGFEEDING state: Plays the "move_feeding" animation and moves the unit randomly. After a randomized amount of time (between FeedTimeMin and FeedTimeMax), it will choose whether to switch to the ROAMINGFEEDING state or the IDLE state. |
| 3 | * IDLE state: Plays the normal "idle" animation. After a randomized amount of time (between <FeedTimeMin> and <FeedTimeMax>), it will choose whether to switch to the ROAMING state or the FEEDING state. |
| 4 | * ROAMING state: Plays the "walk" animation and moves the unit randomly. After a randomized amount of time (between <RoamingTimeMin> and <RoamingTimeMax>), it will choose between switching to the FEEDING state or the IDLE state. |
| 5 | * FEEDING state: Plays the "feeding" animation. After a randomized amount of time (between <FeedTimeMin> and <FeedTimeMax>), it will choose whether to switch to the ROAMINGFEEDING state or the IDLE state. |
| 6 | * ROAMINGFEEDING state: Plays the "move_feeding" animation and moves the unit randomly. After a randomized amount of time (between <FeedTimeMin> and <FeedTimeMax>), it will choose whether to switch to the ROAMINGFEEDING state or the IDLE state. |