Raycast2D Bug

Hello, I have a small error in my game im not sure what causing it. Basically I have a 2D sprite that flips X in SpriteRenederer & when it does a ray should grown in value until it collides with given layers. But for some reason when facing left (Flip X is True) & the ray collides with a gameobject the ray flips facing right. But for the right side the ray is working as it should.

public Transform viewpos;
public float viewdis;
public LayerMask OBJ;
public bool off;

// DETECTION
if (GetComponent<SpriteRenderer>().flipX)
{
        RaycastHit2D viewl = Physics2D.Raycast(viewpos.position, -transform.right, viewdis, OBJ);
        if (viewl.collider != null)
        { 
            if (!off)
            {
                viewdis = viewl.collider.transform.parent.gameObject.transform.position.x - 0.54f;
                off = true;
            }
            }
            else
            {
                off = false;
                viewdis += 0.05f;
            }
            Vector3 dirV = transform.TransformDirection(Vector3.left) * viewdis;
            Debug.DrawRay(viewpos.position, dirV, Color.red);
        }
        else
        {
            RaycastHit2D viewr = Physics2D.Raycast(viewpos.position, transform.right, viewdis, OBJ);
            
            if (viewr.collider != null)
            {

                if (!off)
                {
                    viewdis = viewr.collider.transform.gameObject.transform.position.x - 0.54f;
                    off = true;
                }
            }
            else
            {
                off = false;
                viewdis += 0.05f;
            }
            Vector3 dirVr = transform.TransformDirection(Vector3.right) * viewdis;
            Debug.DrawRay(viewpos.position, dirVr, Color.red);
        }

have the code flip the sprite renderer instead of the axis and make a LayerMask on the raycast to haveit only interact with a certain layer. most of this can be researched individuaklly and put togethjer.

Figured it out had to put Physics2D.Raycast(viewpos.position, -transform.right, -viewdis, OBJ); & viewdis -= 0.05f; when facing left. Wish I never posted this question lol.