How can I fix this AI, what's missing, and what's wrong?

Hello guys, I have a doubt and asking for help for those who understand!
The AI works, but it has some bugs, sometimes the enemy falls when I arrive, I would also like that when the player leaves the enemy’s function it activates something like a print and I can put a command on it with wait without it this time to walk, and wait for the enemy movement is a little strange.

IA Script:

local myHuman = script.Parent:WaitForChild("Humanoid")
local myRoot = script.Parent:WaitForChild("HumanoidRootPart")
local head = script.Parent:WaitForChild("Head")
local lowerTorso = script.Parent:WaitForChild("LowerTorso")
local clone = script.Parent:Clone()

local folder = script.Parent.HittedPlayers
local attackAnimation = myHuman:LoadAnimation(script:WaitForChild("AttackAnimation"))

local distSee = 30
local distAttack = 4
local timeAttack = 1
local damage = 8

function findPath(target)
	local path = game:GetService("PathfindingService"):CreatePath()
	path:ComputeAsync(myRoot.Position,target.Position)
	local waypoints = path:GetWaypoints()

	if path.Status == Enum.PathStatus.Success then
		for _, waypoint in ipairs(waypoints) do
			if waypoint.Action == Enum.PathWaypointAction.Jump then
				myHuman.Jump = true
			end
			myHuman:MoveTo(waypoint.Position)
			local timeOut = myHuman.MoveToFinished:Wait(1)
			if not timeOut then
				myHuman.Jump = true
				--print("Caminho muito longo!")
				findPath(target)
				break
			end
			if checkSight(target) then
				repeat
					--print("Movendo-se diretamente para o alvo")
					if (myRoot.Position - target.Position).magnitude > distAttack then
						myHuman:MoveTo(target.Position)
					elseif (myRoot.Position - target.Position).magnitude <= distAttack then
						myHuman:MoveTo(myRoot.Position)
						attack(target)
					end

					wait(0.1)
					if target == nil then
						break
					elseif target.Parent == nil then
						break
					end
				until checkSight(target) == false or myHuman.Health < 1 or target.Parent.Humanoid.Health < 1
				break
			end
			if (myRoot.Position - waypoints[1].Position).magnitude > distSee then
				--print("O alvo mudou, gerando um novo caminho")
				findPath(target)
				break
			end
		end
	end
end

function checkSight(target)
	local ray = Ray.new(myRoot.Position, (target.Position - myRoot.Position).Unit * 40)
	local hit,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent})
	if hit then
		if hit:IsDescendantOf(target.Parent) and math.abs(hit.Position.Y - myRoot.Position.Y) < 3 then
			--print("Eu posso ver o alvo")
			return true
		end
	end
	return false
end

function findTarget()
	local target = nil
	local potentialTargets = {}
	local seeTargets = {}
	for i,v in ipairs(workspace:GetChildren()) do
		local human = v:FindFirstChild("Humanoid")
		local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
		if human and torso and v.Name ~= script.Parent.Name then
			if (myRoot.Position - torso.Position).magnitude < distSee and human.Health > 0 then
				table.insert(potentialTargets,torso)
			else
				myHuman:MoveTo(script.Spawn.Position)
				-- folder:ClearAllChildren()
			end
		end
	end

	if #potentialTargets > 0 then
		for i,v in ipairs(potentialTargets) do
			if checkSight(v) then
				table.insert(seeTargets, v)
			elseif #seeTargets == 0 and (myRoot.Position - v.Position).magnitude < distSee then
				target = v
				distSee = (myRoot.Position - v.Position).magnitude
			end
		end
	end
	if #seeTargets > 0 then
		for i,v in ipairs(seeTargets) do

			if (myRoot.Position - v.Position).magnitude < distSee then
				target = v
				distSee = (myRoot.Position - v.Position).magnitude
			end

		end
	end
	if target then
		if math.random(10) == 1 then
		end
	end
	return target
end

function attack(target)
	if target.Parent ~= nil then
		attackAnimation:Play()
		myRoot.CFrame = CFrame.new(myRoot.Position, target.Position)
		target.Parent.Humanoid:TakeDamage(damage)
	end
	wait(timeAttack)
end

function died()
	wait(5)
	clone.Parent = workspace
	game:GetService("Debris"):AddItem(script.Parent,0.1)
end

myHuman.Died:Connect(died)

lowerTorso.Touched:Connect(function(obj)
	if not obj.Parent:FindFirstChild("Humanoid") then
		myHuman.Jump = true
	end
end)

function main()
	local target = findTarget()
	if target then
		myHuman.WalkSpeed = 16
		findPath(target)
	else
		myHuman.WalkSpeed = 8
	end
end

while wait(0.01) do
	if myHuman.Health < 1 then
		break
	end
	main()
end