My Enemy Is Not Walking To His Patrol Points

So as of right now, I am trying to make a simple enemy that walks to different points that I’ve set up on my map. The issue is that my enemy ignores the points I’ve set up and just goes towards the player (goal).
Is there anything I can do to fix this? If you need more details just ask and I will try to explain it better. Heres the script:

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

public class ZombieAI : MonoBehaviour
{

public Transform Player;
public float PlayerDistance;
public float AwareAI = 10f;
public float AIMoveSpeed;
public float Damping = 6.0f;
public Transform[] NavPoint;
public NavMeshAgent Agent;
public int DestPoint = 0;
public Transform Goal;

void Start()
{
    NavMeshAgent Agent = GetComponent<NavMeshAgent>();
    Agent.autoBraking = false;
}

void Update()
{
    PlayerDistance = Vector3.Distance(Player.position, transform.position);
    Agent.destination = Goal.position;

    if (PlayerDistance < AwareAI)
    {
        LookAtPlayer();
        Debug.Log("Seen");
    }

    if (PlayerDistance < AwareAI)
    {
        if (PlayerDistance > 2f)
            Chase();

        else
            GoToNextPoint();

        if (Agent.remainingDistance < 0.5f)
            GoToNextPoint();
    }
}

void LookAtPlayer()
{
    transform.LookAt(Player);
}

void GoToNextPoint()
{
    if (NavPoint.Length == 0)
    {
        return;
    }
        Agent.destination = NavPoint[DestPoint].position;
        DestPoint = (DestPoint + 1) % NavPoint.Length;
}

void Chase()
{
    transform.Translate(Vector3.forward * AIMoveSpeed * Time.deltaTime);
}

}

Agent.destination = Goal.position is in the update without any conditions set. You are telling it to go to the goal no matter what, over-riding your IF statements.