How do I keep the enemies from moving to waypoints in other rooms?

Hello, I’m using waypoints to have the enemies patrolling the dungeon rooms they are in. Currently though If I put waypoints in a separate room then all the enemies register those waypoints as well and try adding them to their patrol zone…so currently everyone is moving against a brick wall…literally. How would I go about having them register only waypoints in a given radius of the enemy? I’m assuming something with Random.Range but I have no idea how I’d write that or where I’d at that. Below is the script I’m using for the enemy AI.

namespace UnityStandardAssets.Characters.ThirdPerson
{
public class EnemySight : MonoBehaviour
{
[SerializeField] Animator enemyAnim;

    public NavMeshAgent agent;
    public ThirdPersonCharacter character;

    //Anim bools
    private bool IsWalking;
    private bool IsDead;
    private bool IsAttacking;
    
    //enemy health
    public float eLife;
    public enum State
    {
        PATROL,
        CHASE,
        INVESTIGATE
    }

    public State state;
    private bool alive;

    //Variables for patrolling
    public GameObject[] waypoints;
    private int waypointInd;
    public float patrolSpeed = 0.5f;

    //Variables for Chasing
    public float chaseSpeed = 1f;
    public GameObject target;

    //Variables for Investigating
    private Vector3 investigateSpot;
    private float timer = 0;
    public float investigateWait = 10;

    //Variables for Sight
    public float heightMultiplier;
    public float sightDist = 10;

    private void Start()
    {
        //sets up enemy AI states
        agent = GetComponent<NavMeshAgent>();
        character = GetComponent<ThirdPersonCharacter>();
        agent.updatePosition = true;
        agent.updateRotation = false;

        //sets up waypoints
        waypoints = GameObject.FindGameObjectsWithTag("Waypoint");
        waypointInd = Random.Range(0, waypoints.Length);
        state = EnemySight.State.PATROL;

        alive = true;

        //anim bools for enemy
        enemyAnim.SetBool("IsWalking", false);
        enemyAnim.SetBool("IsDead", false);
        enemyAnim.SetBool("IsAttacking", false);
        

        //sets up state machine
        StartCoroutine(FSM());

    }

    private void Update()
    {
        if (eLife == 0)
        {
            eDeath();
        }
    }

    IEnumerator FSM()
    {
        while (alive)
        {
            switch (state)
            {
                case State.PATROL:
                    Patrol();
                    break;
                case State.CHASE:
                    Chase();
                    break;
                case State.INVESTIGATE:
                    Investigate();
                    break;
            }
            yield return null;
        }
    }

    void Patrol()
    {
        agent.speed = patrolSpeed;
        if (Vector3.Distance(this.transform.position, waypoints[waypointInd].transform.position) >= 2)
        {
            agent.SetDestination(waypoints[waypointInd].transform.position);
            character.Move(agent.desiredVelocity, false, false);
        }
        else if (Vector3.Distance(this.transform.position, waypoints[waypointInd].transform.position) <= 2)
        {
            waypointInd = Random.Range(0, waypoints.Length);
        }
        else
        {
            character.Move(Vector3.zero, false, false);
        }
        enemyAnim.SetBool("IsWalking", true);
    }

    void Chase()
    {
        agent.speed = chaseSpeed;
        agent.SetDestination(target.transform.position);
        character.Move(agent.desiredVelocity, false, false);
    }

    void Investigate()
    {
        timer += Time.deltaTime;
        RaycastHit hit;
        Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, transform.forward * sightDist, Color.green);
        Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, (transform.forward + transform.right).normalized * sightDist, Color.green);
        Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, (transform.forward - transform.right).normalized * sightDist, Color.green);
        if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, transform.forward, out hit, sightDist))
        {
            if (hit.collider.gameObject.tag == "Player")
            {
                state = EnemySight.State.CHASE;
                target = hit.collider.gameObject;
            }
        }
        if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, (transform.forward + transform.right).normalized, out hit, sightDist))
        {
            if (hit.collider.gameObject.tag == "Player")
            {
                state = EnemySight.State.CHASE;
                target = hit.collider.gameObject;
            }
        }
        if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, (transform.forward - transform.right).normalized, out hit, sightDist))
        {
            if (hit.collider.gameObject.tag == "Player")
            {
                state = EnemySight.State.CHASE;
                target = hit.collider.gameObject;
            }
        }
        agent.SetDestination(this.transform.position);
        character.Move(Vector3.zero, false, false);
        transform.LookAt(investigateSpot);
        if (timer >= investigateWait)
        {
            state = EnemySight.State.PATROL;
            timer = 0;
        }
    }
    void OnTriggerEnter(Collider coll)
    {
        if (coll.tag == "Player")
        {
            state = EnemySight.State.INVESTIGATE;
            investigateSpot = coll.gameObject.transform.position;
        }
    }

    public void OnCollisionEnter(Collision other)
    {
        if (other.gameObject.tag == "Fire")//damages enemy
        {
            eLife--;
        }
        //calls attack animation
        if (other.gameObject.tag == "Player")
        {
            enemyAnim.SetBool("IsWalking", false);
            enemyAnim.SetBool("IsAttacking", true);
        }

    }

    public void OnCollisionExit(Collision other)
    {
        //stops attack animation adn starts walking animation
        if (other.gameObject.tag == "Player")
        {
            enemyAnim.SetBool("IsAttacking", false);
            enemyAnim.SetBool("IsWalking", true);
        }
    }
    void eDeath()
    {
        enemyAnim.SetBool("IsWalking", false);
        enemyAnim.SetBool("IsDead", true);
        //enemyAnim.Play("Dead");
        Destroy(this.gameObject, 3.5f);
    }

}

What you actually should be doing is keeping a list of waypoints per room, and assign these to the enemies based on, in which room the enemy is. that way you shouldn’t be having these kinds of issues.

So…an Index? how would I separate the index per room though? Or are am I overthinking and you mean to just manually add the waypoints to the enemies instead of them automatically detecting them?