i have a field of view script how to add enemy chase ai

so below is my field of view script I’m looking to idea how make the enemy chase you if you’re in the field of view

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

public class FieldOfView : MonoBehaviour
{
    public float radius;
    [Range(0,360)]
    public float angle;

    public GameObject playerRef;

    public LayerMask targetMask;
    public LayerMask obstructionMask;

    public bool canSeePlayer;

    private void Start()
    {
        playerRef = GameObject.FindGameObjectWithTag("Player");
        StartCoroutine(FOVRoutine());
    }

    private IEnumerator FOVRoutine()
    {
        WaitForSeconds wait = new WaitForSeconds(0.2f);

        while (true)
        {
            yield return wait;
            FieldOfViewCheck();
        }
    }

    private void FieldOfViewCheck()
    {
        Collider[] rangeChecks = Physics.OverlapSphere(transform.position, radius, targetMask);

        if (rangeChecks.Length != 0)
        {
            Transform target = rangeChecks[0].transform;
            Vector3 directionToTarget = (target.position - transform.position).normalized;

            if (Vector3.Angle(transform.forward, directionToTarget) < angle / 2)
            {
                float distanceToTarget = Vector3.Distance(transform.position, target.position);

                if (!Physics.Raycast(transform.position, directionToTarget, distanceToTarget, obstructionMask))
                {
                      canSeePlayer = true;
                      print("INTERACTED WITH" + gameObject.name);
                }
                else
                {
                    canSeePlayer = false;
                }      
            }
            else
            {
                canSeePlayer = false;
            }
        }
        else if (canSeePlayer)
        {
            canSeePlayer = false;
        }
    }
}

Given the current information you’d add a check after your FieldOfViewCheck to see if the player can be seen, if yes, set the navigation target to the players position playerRef.transform.position.

That is all that is to this.