Monster Patrolling

Greetings,
I’m making a game where there’s a monster should be patrolling and chase me when he see me, and leave me if I run away.
So far I made the monster chase me when I’m close and stop when i run away Just need to make it patrol, I KNOW how to make way-points but don’t know the script to make the monster walk on them.
Here’s the script I’m using for the monster to chase me(JS) :

var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var range : float=10f;
var range2 : float=10f;
var stop : float=0;
var myTransform : Transform; //current transform data of this enemy
function Awake()
{
    myTransform = transform; //cache transform data for easy access/preformance
}
 
function Start()
{
     target = GameObject.FindWithTag("Player").transform; //target the player
 
}
 
function Update () {
    //rotate to look at the player
    var distance = Vector3.Distance(myTransform.position, target.position);
    if (distance<=range2 &&  distance>=range){
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    }
 
 
    else if(distance<=range && distance>stop){
 
    //move towards the player
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
    }
    else if (distance<=stop) {
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    }
 
 
}

Assuming that you know how to take care of obstacles and those things, then you could just keep track of the wayPoints in an array / list

List wayPoints = new List();

//just add the empty gameObjects that work as wayPoints ot the list

and have the Monter walk towards 1 point and once it’s at the point or close enough, you could switch to the next wayPoint.

A easy way would be to use NavMeshAgent (check https://www.youtube.com/watch?v=mP7ulMu5UkU ) and use SetDestination.