Enemy AI Help Needed

I’m making an FPS and I’m making the enemies move to rando set logations around the map but for some reason they aren’t moving
here’s the code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

[RequireComponent(typeof(NavMeshAgent))]
public class enemyNavigation : MonoBehaviour
{

    protected NavMeshAgent Agent;
    protected StateEnum State;
    protected Target[] PotentialTargets;
    protected Target target;
    protected float NextState;

    // Start is called before the first frame update
    void Start()
    {
        Agent = GetComponent<NavMeshAgent>();
        PotentialTargets = FindObjectsOfType<Target>();
        target = PotentialTargets[Random.Range(0, PotentialTargets.Length)];
        State = StateEnum.Run;
    }

    // Update is called once per frame
    void Update()
    {

        Agent.updatePosition = false;
        Agent.updateRotation = false;
        Agent.updateUpAxis = false;

        NextState -= Time.deltaTime;

        switch (State)
        {
            case StateEnum.Run:
                if(Agent.desiredVelocity.magnitude < 0.1f)
                {
                    State = StateEnum.Shoot;
                    NextState = Random.Range(1, 7);
                }
                break;
            case StateEnum.Shoot:
               
               
                if(NextState < 0)
                {
                    State = StateEnum.Run;
                    target = PotentialTargets[Random.Range(0, PotentialTargets.Length)];
                    Agent.SetDestination(target.transform.position);
                }
                break;
        }

        transform.position += Agent.desiredVelocity * Time.deltaTime;
    }
    public enum StateEnum
    {
        Run,
        Shoot
    }
}

if you need anything else just ask.

Doesn’t this prevent the object from moving along with the NavMeshAgent?

        Agent.updatePosition = false;
        Agent.updateRotation = false;
        Agent.updateUpAxis = false;