Multiple raycasts around object

I’m trying to detect the player inside an isometric radius. I’m using multiple 2D raycasts hoping to achieve this (I’m open to other solutions), but I just managed to draw the debug lines in the desired pattern. I don’t wanna say I’m dumb, but I tried for hours to shoot the raycasts in this pattern hoping to detect the player, with nor result. Any advice?
204117-screenshot-2023-01-21-183249.png

Code used for drawing the lines:

public static void DrawEllipse(Vector3 center, float radius, Color color, int segments, float yDiminisher)
{
    Gizmos.color = color;

    const float TWO_PI = Mathf.PI * 2;
    float step = TWO_PI / segments;
    float theta = 0;

    float x = radius * Mathf.Cos(theta);
    float y = radius * Mathf.Sin(theta);

    Vector3 pos = center + new Vector3(x, y, 0);
    Vector3 newPos;
    Vector3 lastPos = pos;

    for (theta = step; theta < TWO_PI; theta += step)
    {
        x = radius * Mathf.Cos(theta);
        y = radius * Mathf.Sin(theta) / yDiminisher;

        newPos = center + new Vector3(x, y, 0);

        Gizmos.DrawLine(pos, newPos);
        Gizmos.DrawLine(center, newPos);

        pos = newPos;
    }

    Gizmos.DrawLine(pos, lastPos);
    Gizmos.DrawLine(center, lastPos);
}

Well, I was finally able to di it using a Linecast instead. I’ll leave the code here in case anyone would ever need it

public static bool SearchInIsometricRadius(Vector3 center, float radius, int segments, int layerMask)
{
    float step = GlobalVars.TWO_PI / segments; // 2 * Mathf.PI / segments

        Vector3 newPos;

        for (float theta = step; theta < GlobalVars.TWO_PI; theta += step)
        {
            float x = radius * Mathf.Cos(theta);
            float y = radius * Mathf.Sin(theta) / 2;

            newPos = center + new Vector3(x, y, 0);

            if (Physics2D.Linecast(center, newPos, 1 << layerMask))
                return true;
        }
        return false;
    }