Path finding using Raycasting inside of Unity(JavaScript)

So I recently was able to get help with a script and got a relatively satisfying result. This script allows me to input coordinates and then the object that it is applied to will seek out these coordinates while avoiding objects. What I need to know how to do is make so that instead of inputting coordinates it will follow a certain gameObject. This is the script along with comments;

// Avoid Obstacle Script
// ---------------------

var speed : float = 10.0;
var target : Vector3 = Vector3(0, 0, 0);
private var dir : Vector3;
private var dirFull : Vector3;

// ----

function FixedUpdate()
{
// – Obstacle Avoidance Tutorial –

// the directional vector to the target
dir = (target - transform.position).normalized;
var hit : RaycastHit;

// check for forward raycast
if (Physics.Raycast(transform.position, transform.forward, hit, 1)) // 20 is raycast distance
{
   if (hit.transform != this.transform)
   {
     Debug.DrawLine (transform.position, hit.point, Color.white);

     dir += hit.normal * 20; // 20 is force to repel by
   }
}

// more raycasts   
var leftRay = transform.position + Vector3(-1.5, 0, 0);
var rightRay = transform.position + Vector3(1.5, 0, 0);

// check for leftRay raycast
if (Physics.Raycast(leftRay, transform.forward, hit, 1)) // 20 is raycast distance
{
   if (hit.transform != this.transform)
   {
     Debug.DrawLine (leftRay, hit.point, Color.red);

     dir += hit.normal * 20; // 20 is force to repel by
   }
}

// check for rightRay raycast
if (Physics.Raycast(rightRay, transform.forward, hit, 1)) // 20 is raycast distance
{
   if (hit.transform != this.transform)
   {
     Debug.DrawLine (rightRay, hit.point, Color.green);

     dir += hit.normal * 20; // 20 is force to repel by
   }
}

// --

// Movement

// rotation
var rot = Quaternion.LookRotation (dir);

//print ("rot : " + rot);
transform.rotation = Quaternion.Slerp (transform.rotation, rot, Time.deltaTime);

//position
transform.position += transform.forward * (2 * Time.deltaTime); // 20 is speed
}

Just for a little background on my project in case that might help, I am have the player work his way through a maze and I would like the Enemy be able to find him.

It seems like all you have to do is change your target variable to a Transform type and change all references to that variable to something like target.position, that basically just gets the vector of a transform which is a component found on all gameObjects that I know of.