What I am trying to achieve:

If I need to shoot say 3 raycasts (C#): 1 from transform.position (blue line), 1 to the left of this by an offset of lets say 2 units (left yellow line), and 1 to the right by the same offset (right yellow line), how can I do this? I imagine it could be something like:
transform.position + publicVariable (and)
transform.position - publicVariable
Here is my script:
using UnityEngine;
using System.Collections;
public class EnemyAI3 : MonoBehaviour {
public Transform target;
public int raycastLength = 1;
public float leftRaycast = 2f;
public float rightRaycast = -2f;
public bool raycastHitting = false;
public bool raycastHittingL = false;
public float turnSpeed = 5;
private Transform myTransform;
void Awake() {
myTransform = transform;
}
// Use this for initialization
void Start () {
GameObject go = GameObject.FindGameObjectWithTag("Player");
target = go.transform;
leftRaycast.x -= 2;
rightRaycast.x += 2;
}
// Update is called once per frame
void FixedUpdate () {
//Start Raycast forward
if(Physics.Raycast(myTransform.position, myTransform.forward, raycastLength)){
Debug.DrawLine(myTransform.position, myTransform.forward, Color.blue);
myTransform.Rotate(Vector3.up, -90 * turnSpeed * Time.smoothDeltaTime);
raycastHitting = true;
}
if(!Physics.Raycast(myTransform.position, myTransform.forward, raycastLength)){
raycastHitting = false;
}
//End Raycast
//Start Raycast Left
if(Physics.Raycast(myTransform.position, myTransform.right * leftRaycast, raycastLength)){
Debug.DrawLine(myTransform.position, myTransform.right * leftRaycast, Color.yellow);
myTransform.Rotate(Vector3.up, 90 * turnSpeed * Time.smoothDeltaTime);
raycastHittingL = true;
}
if(!Physics.Raycast(myTransform.position, myTransform.right * leftRaycast, raycastLength)){
raycastHittingL = false;
}
//End Raycast
}
}
What is the best way to do this?