Instantiated Enemy to Recognise Array of Waypoints

Dear Coders, I have coded for Waypoints to be Instantiated at random points along my plane :

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

public class WaypointManager : MonoBehaviour {

	public Transform wayPointManager; 
	public GameObject wayPoint; 
	public List<GameObject> wayPoints = new List<GameObject>();

	public float timer;
	float x; 
	float y;
	float z; 

	void Start ()
	{

		wayPoint = GameObject.FindGameObjectWithTag("WayPoint");

		wayPoints.Add (wayPoint); 


	}

	void Update (){

		x = Random.Range(-500, 500);
		y = Random.Range (1, 5); 
		z = Random.Range(-500, 500);

		timer += Time.deltaTime;

		if (timer > 1.0f) {
			GenerateARandomWayPoint (); 
			timer = 0f;
		}

		if (wayPoints == null || wayPoints.Count == 0)
		{
			wayPoints.Add (GenerateARandomWayPoint());
		}

	}

	public GameObject GenerateARandomWayPoint(){



		bool setRelativeToWorld = true; 
		GameObject clone = Instantiate (wayPoint,wayPointManager,setRelativeToWorld) as GameObject;
		//Instantiate (wayPoint,wayPointManager,setRelativeToWorld) as GameObject;
		wayPoint.transform.position = new Vector3 (x,y,z);
		return clone; 

	}
}

I am trying to code for instantiated enemies to recognise these waypoints and navigate along the waypoints randomly. I’m having quite a bit of difficulty with this step and the script for enemy waypoint recognition is as follows :

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

public class  RandomEnemyWander : MonoBehaviour {

	public float timer;
	private NavMeshAgent patrol; 
	public GameObject [] points; 


	void Start ()
	{

		patrol = GetComponent<NavMeshAgent> ();

		GameObject [] points = GameObject.FindGameObjectsWithTag("WayPoint");

		Transform[] wayPoints = new Transform [points.Length]; 

		for (int i = 0; i < points.Length; i++) {

			wayPoints  _= points *.transform;*_

* }*

* }*

* void Update ()*
* {*
* wayPointList ();*

* }*

* void wayPointList ()*
* {*

* GameObject[] points = GameObject.FindGameObjectsWithTag (“WayPoint”);*

* Transform[] wayPoints = new Transform [points.Length];*

* for (int i = 0; i < points.Length; i++) {*

wayPoints = points .transform;

* }*
* }*
}
So in essence I want the enemy to recognise when a waypoint has been generated and to add this to a list of waypoints that it can randomly follow.
Could somebody help?
Thanks!

@ohkayem
Well once you have the transforms location it as easy as doing:

patrol.SetDestination(wayPoint.transform.position);

@KittenSnipes

I’ve incorporated this into the code but it doesn’t seem to run.

error : The name `wayPoints’ does not exist in the current context

Any suggestions?