A* Pathfinding and keep the enmy at range

Hello everyone! Im following a tutorial on youtube for making my first 2D platformer and decided to make a flying AI with that kind of script. It all works great, and i was able to make a makeshift “player search” coroutine. My problem is that i would like the AI to stay away from the player in a certain range so to have an Ai that bumps into the player and explodes and one that stays at range shooting. I really tried other solutions found in here and else, but i can’t insert those because of A* (?) Here is the script. Any help / suggestion on the matter would be great, thanks!

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

[RequireComponent (typeof(Rigidbody2D))]
[RequireComponent (typeof(Seeker))]

public class EnemyFlyer : MonoBehaviour {

	private Transform target;

	public float updateRate = 2f;
	public float range = 12f ;
	private Seeker seeker;
	private Rigidbody2D rb;
	public Path path;
	private int currentWaypoint = 0;
	public float speed = 100f;
	public ForceMode2D fmode;

	[HideInInspector]
	public bool pathIsEnded = false;

	public float nextWaypointDistance = 3;

	void Start (){
		seeker = GetComponent<Seeker> ();
		rb = GetComponent<Rigidbody2D> ();
		InvokeRepeating ("UpdateTarget", 0f, 0.5f);
		StartCoroutine (UpdatePath ());
	}

	IEnumerator UpdatePath () {
		if (target == null) {
			yield break;
		}

		seeker.StartPath (transform.position, target.position , OnPathComplete);

		yield return new WaitForSeconds (1f / updateRate);
		StartCoroutine (UpdatePath ());
	}

	public void OnPathComplete (Path p) {
		Debug.Log ("Path assigned. Any Errors?" + p.error);
		if (!p.error) {
			path = p;
			currentWaypoint = 0;
		}
	}

	void UpdateTarget() {
		GameObject enemy = GameObject.FindGameObjectWithTag ("Player");
		float shortestDistance = Mathf.Infinity;
		GameObject nearestEnemy = null;
		float enemyDistance = Vector3.Distance (transform.position, enemy.transform.position);
		if (enemyDistance < shortestDistance) {
			shortestDistance = enemyDistance;
			nearestEnemy = enemy;
		}
		if (nearestEnemy != null && shortestDistance <= range) {
			target = nearestEnemy.transform;
			range = 15f;
			seeker.StartPath (transform.position, target.position, OnPathComplete);
		} else {
			target = null;
		}

	}

	void StartPath(){
		seeker.StartPath (transform.position, target.position, OnPathComplete);
	}

	void FixedUpdate () {

		if (target == null) {
			range = 12f;
			return;
		}
			
		//TODO: Always look at player

		if (path == null)
			return;

		if (currentWaypoint >= path.vectorPath.Count) {
			if (pathIsEnded)
				return;
			
			Debug.Log ("End of Path.");
			pathIsEnded = true;
			return;
		}
		pathIsEnded = false;

		Vector3 dir = (path.vectorPath [currentWaypoint] - transform.position).normalized;
		dir *= speed * Time.fixedDeltaTime;

		rb.AddForce (dir, fmode);

		float dist = Vector3.Distance (transform.position, path.vectorPath [currentWaypoint]);
		if (dist < nextWaypointDistance) {
			currentWaypoint++;
			return;
		}

	
	}

	void OnDrawGizmosSelected (){
		Gizmos.color = Color.green;
		Gizmos.DrawWireSphere (transform.position, range);
	}


}

what i did was just made a child transform object under the enemy, and set it to be equal to a distance away from the player