Physics2D Raycast, check if my raycasthit2D.collider is the same as my gameObject

I have two colliders, a box2d collider and a circle2d collider on my game object.

I’m trying to send out a Physics2D raycast:

collider2D.enabled = false;
RaycastHit2D hit;
Debug.DrawRay (transform.position, direction*directionDistance, Color.green);
hit = Physics2D.Raycast (transform.position, direction, directionDistance);
collider2D.enabled = true;

When I Debug with the following:

Debug.Log ("collider that's hit");
Debug.Log (hit.collider);
Debug.Log ("this game object");
Debug.Log (this.gameObject.collider2D);

My hit.collider is

UnityEngine.CircleCollider2D

My this.gameObject.collider2D is:

UnityEngine.BoxCollider2D

How do I do a check for my circleCollider?

I just want to make sure the raycast2D.collider is not checking for itself, so I can go ahead and move my object.

I also tried explictly casting for a circle:

            Debug.Log ("hit------");
		Debug.Log (hit.collider);
		Debug.Log (this.gameObject.collider2D as CircleCollider2D);
		Debug.Log ("endhit------");

However for this.gameObject.collider2D as CircleCollider2D I then get null.

Kinda like that:

   Collider2D[] coll = this.GetComponents<Collider2D>();
    bool isMe=false;
    foreach(Collider2D c in coll){
    if(hit && hit.collider==c){isMe=true;break;}
    }