Randomize which script is enabled

I would like for my class to randomly choose one script from an array of scripts and enable it.

Background: I have a Chase class for my monster, and within the class I reference to external movement scripts: a Jump and a Strafe. I don’t want these movement scripts to fire at the same time, so I figure I should set up an array, and then randomly choose one to be enabled. Once the script is run, a bool turns it off and we go back to the Chase script to randomly choose another move. In this way, the moves are random and cycled.

Is it possible to store myScript.enabled = true; commands in an array? Is there a better way to randomly choose between turning on one of many scripts?

I think it would be better to have all these behaviors in a unique script.
I would do something like this :

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

public class RandomBehaviour : MonoBehaviour {

	public enum EnemyBehaviour {
		Sleeping,
		Jumping,
		Strafing

	}

	public EnemyBehaviour enemyWillBehave;
	int enumCount;

	float changeDelay = 1.0f;


	void Start () {
		enumCount = System.Enum.GetValues (typeof(EnemyBehaviour)).Length;
		StartCoroutine (ChangeBehaviour ());
	}


	void Strafe () {
		// strafing code
	}

	void Jump () {
		// jumping code
	}

	IEnumerator ChangeBehaviour () {
		enemyWillBehave = (EnemyBehaviour)Random.Range (0, enumCount);// randomize behaviour
		print (enemyWillBehave);
		switch (enemyWillBehave) {
			case EnemyBehaviour.Sleeping:
				// do whatever
				break;
			case EnemyBehaviour.Jumping:
				Jump ();
				break;
			case EnemyBehaviour.Strafing:
				Strafe ();
				break;
		}
		yield return new WaitForSeconds (changeDelay);
		StartCoroutine (ChangeBehaviour ());
	}
}