Some times the enemy isnt moving after reaching

So I implemented a system like if the player is near it then the enemy will follow the player else the enemy will be following a random waypoint and then wait for some sec and then move to another waypoint or chase the player if it is near

Hers my script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Pathfinding;

public class Enemy : MonoBehaviour
{
    private Transform player;
    [SerializeField] private Transform[] waypoints;
    [SerializeField] private float waypointDistance = 1f;
    [SerializeField] private float playerDistance = 2f;
    [SerializeField] private float waitBeforeMoving;
    private int currentWaypoint;
    private AIPath aiPath;
    private bool isCoroutineRunning;

    private void Awake() {
        player = FindObjectOfType<PlayerMovement>().transform;
        aiPath = GetComponent<AIPath>();
    }

    private void Start() {
        currentWaypoint = Random.Range(0, waypoints.Length);
        aiPath.destination = waypoints[currentWaypoint].position;
    }

    private void Update() {
        if (Vector2.Distance(transform.position, player.position) <= playerDistance) {
            StopAllCoroutines();
            aiPath.destination = player.position;
            currentWaypoint = Random.Range(0, waypoints.Length);
        } else if (Vector2.Distance(transform.position, waypoints[currentWaypoint].position) < waypointDistance) {
            if (!isCoroutineRunning) {
                StartCoroutine(GenerateNextWaypoint());
            }
            aiPath.destination = waypoints[currentWaypoint].position;
        } else {
            aiPath.destination = waypoints[currentWaypoint].position;
        }
    }

   IEnumerator GenerateNextWaypoint() {
        Debug.Log("Coroutine started");
        isCoroutineRunning= true;
        yield return new WaitForSeconds(waitBeforeMoving);
        currentWaypoint = Random.Range(0, waypoints.Length);
        Debug.Log("New waypoint generated");
        isCoroutineRunning = false;
    }   
}

Hi

What is your question?