multiple enemy AI raycast

I have a cone shape with 3 raycasts, but the enemy only detect the player if the player is in either one of the 3 lines, i wanted to add more raycast to the enemy. I have ask around, some said to add more raycast with for loop, but im not familiar with raycasting, so i need help. the photo attachment below is what i have right now and what i want the ai raycast to be.

using System.Collections;![126389-airaycast.png|1494x740](upload://l3zwQVqeDzbt1ZuWPjMFTHM9bKB.png)
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class enemyControl : MonoBehaviour
{
	Ray enemyRay;
	public Color rayColor;
	RaycastHit rayHit;
	bool follow;
	public float sightDist;
	private float timer = 0f;
	public float heightMultiplier;
	private Vector3 investigateSpot;
	public float visionAngle;

	private NavMeshAgent agent;
	public GameObject him;

	void Start()
	{
		agent = GetComponent<NavMeshAgent>();
		him = GameObject.FindGameObjectWithTag("Player");

		heightMultiplier = 1.36f;
	}

	void Update()
	{
		timer += Time.deltaTime;
		enemyRay = new Ray(transform.position, transform.forward * sightDist);
		Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, transform.forward* sightDist, rayColor);
		Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, (transform.forward  + transform.right).normalized * sightDist, rayColor);
		Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, (transform.forward - transform.right).normalized * sightDist, rayColor);

		
		if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, transform.forward, out rayHit, sightDist))
		{
			if (rayHit.collider.gameObject.tag == "Player")
			{
				agent.SetDestination(him.transform.position);
				him = rayHit.collider.gameObject;
			}
		}
	

		if (Physics.Raycast(transform.position + Vector3.up* heightMultiplier, (transform.forward + transform.right).normalized, out rayHit, sightDist))
		{
			if (rayHit.collider.gameObject.tag == "Player")
			{
				agent.SetDestination(him.transform.position);
				him = rayHit.collider.gameObject;
			}
		}

		if (Physics.Raycast(transform.position + Vector3.up* heightMultiplier, (transform.forward - transform.right).normalized, out rayHit, sightDist))
		{
			if (rayHit.collider.gameObject.tag == "Player")
			{
				agent.SetDestination(him.transform.position);
				him = rayHit.collider.gameObject;
			}
		}
	}

	void OnTriggerEnter(Collider coll)
	{
		if (coll.tag == "Player")
		{
			agent.SetDestination(him.transform.position);
			him = coll.gameObject;
		}
	}
}

![using UnityEngine;
using UnityEngine.AI;

public class enemyControl : MonoBehaviour
{
    Ray enemyRay;
    public Color rayColor;
    RaycastHit rayHit;
    bool follow;
    public float sightDist;
    private float timer = 0f;
    public float heightMultiplier;
    private Vector3 investigateSpot;
    public float visionAngle = 45;
    public int rayCount = 3;

    private NavMeshAgent agent;
    public GameObject him;

    void Start()
    {
        agent = GetComponent<NavMeshAgent>();
        him = GameObject.FindGameObjectWithTag("Player");

        heightMultiplier = 1.36f;
    }

    void Update()
    {
        timer += Time.deltaTime;
        enemyRay = new Ray(transform.position, transform.forward * sightDist);
        //Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, transform.forward * sightDist, rayColor);
        //Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, (transform.forward + transform.right).normalized * sightDist, rayColor);
        //Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, (transform.forward - transform.right).normalized * sightDist, rayColor);


        for (int i = 0; i < rayCount; i++)
        {
            float angle = i * (visionAngle / (rayCount - 1));
            Vector3 Direction =  Quaternion.AngleAxis(angle + ( 180 - (visionAngle / 2)), transform.up) * new Vector3(0, 0, -360);
            
            Debug.DrawRay(transform.position + Vector3.up * heightMultiplier, Direction * sightDist, rayColor);

            if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, Direction, out rayHit, sightDist))
            {
                if (rayHit.collider.gameObject.tag == "Player")
                {
                    agent.SetDestination(him.transform.position);
                    him = rayHit.collider.gameObject;
                }
            }
        }


        //if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, transform.forward, out rayHit, sightDist))
        //{
        //    if (rayHit.collider.gameObject.tag == "Player")
        //    {
        //        agent.SetDestination(him.transform.position);
        //        him = rayHit.collider.gameObject;
        //    }
        //}


        //if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, (transform.forward + transform.right).normalized, out rayHit, sightDist))
        //{
        //    if (rayHit.collider.gameObject.tag == "Player")
        //    {
        //        agent.SetDestination(him.transform.position);
        //        him = rayHit.collider.gameObject;
        //    }
        //}

        //if (Physics.Raycast(transform.position + Vector3.up * heightMultiplier, (transform.forward - transform.right).normalized, out rayHit, sightDist))
        //{
        //    if (rayHit.collider.gameObject.tag == "Player")
        //    {
        //        agent.SetDestination(him.transform.position);
        //        him = rayHit.collider.gameObject;
        //    }
        //}
    }

    void OnTriggerEnter(Collider coll)
    {
        if (coll.tag == "Player")
        {
            agent.SetDestination(him.transform.position);
            him = coll.gameObject;
        }
    }
}][1]