Raycast AI - Avoiding Obstacles in 2D Topview (Using Velocity)

I need help with a script I’ve been working on. I got the 2D enemy to follow my character, but I’m stuck at trying to make him avoid things with Raycasts. I don’t want him to rotate, because I’m doing a top-down view in 2D. I just want him to change his velocity on the X or Y axis when he approaches a wall. Now, I did write a partial script of him doing that, but I’m too embarrassed to post it because it kinda sucks. (If you want to see it, I can post it in a comment if necessary.) So I will just post the script that makes him follow the player without avoiding things.

Any help would be appreciated.

Thanks

My Script in UnityScript:

#pragma strict
//Stuck boolean used for raycast avoiding
//obstacles, I left it here so you can see
//below how I was using it.
var stuck : boolean;
//Storing player's transform into this variable.
var player : Transform;

//Distance between player and enemy. 
//May be useful for figuring out if 
//he should walk up or down if stuck 
//at X axis or Y axis. 
var xDistance : float;
var yDistance : float;

var moveSpeed : float;

var anim : Animator;
//Separating X and Y velocities to tell which
//direction the enemy should go.
var xVelocity : float;
var yVelocity : float;

//Boolean for telling the animator when to play
//idle animation.
var isIdle : boolean;

//When the enemy is alerted, follow the player
//(haven't coded that yet, but that's not what I need help with)
var follow : boolean;

function Start () {
	anim = GetComponent(Animator);
	player = GameObject.FindGameObjectWithTag("Player").transform;
	follow = true;
}

function FixedUpdate () {
	
	//If both X and Y velocities are at 0
	//set Idle animation to true.	
	if(xVelocity == 0 && yVelocity == 0)
		isIdle = true;
	else
		isIdle = false;
	
	anim.SetBool("isIdle", isIdle);
	
	//Calculating distance from enemy and player.
	xDistance = transform.position.x - player.position.x;
	yDistance = transform.position.y - player.position.y;


	if(follow){	
	
		//Setting boolean operations to the position of the enemy.
		//Makes it easier to make if statements for where the enemy
		//should follow the player.
		var right : boolean;
		var left : boolean;
		var up : boolean;
		var down : boolean;

		if(transform.position.x > player.position.x)
			right = true;
		else
			right = false;
			
		if(transform.position.x < player.position.x)
			left = true;
		else
			left = false;
			
		if(transform.position.y > player.position.y)
			up = true;
		else
			up = false;
			
		if(transform.position.y < player.position.y)
			down = true;
		else
			down = false;

	//Following the player.
	if(right && !stuck)
		xVelocity = -moveSpeed;		
	
	if(left && !stuck)
		xVelocity = moveSpeed;

	//It bugs out when the player 
	//and enemy is on the same X and Y position.
	if(Mathf.Round(transform.position.x) == 
	Mathf.Round(player.transform.position.x))
		xVelocity = 0f;
		
	if(down && !stuck)
		yVelocity = moveSpeed;
	
	if(up && !stuck)
		yVelocity = -moveSpeed;
	
	//Fixing the wierd thing again for Y position.
	if(Mathf.Round(transform.position.y) == 
	Mathf.Round(player.position.y) && !stuck)
		yVelocity = 0f;
}
	//Setting the velocities for the animator.	
	anim.SetFloat("xVelocity", xVelocity);
	anim.SetFloat("yVelocity", yVelocity);
	//Using the X and Y velocity variables above to set
	//rigidbody velocity. 
	rigidbody2D.velocity = Vector2(xVelocity, yVelocity);
}

Could you show the avoid collision one?