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Question by nathanvj · Jul 02, 2016 at 02:41 PM · c#animationanimation controller

How to play 'open door' animation on only one door?

So I have this script attached to a collider (which is a child of the door).

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class animationOnKeyPress : MonoBehaviour {
 
     public KeyCode key;
     Text openDoorText;
 
     public GameObject gameobjectWithAnimation;
     public string triggerName;
     public AudioClip audioAnimation;
     AudioSource soundEffects;
 
     // Use this for initialization
     void Start () {
         openDoorText = GameObject.Find ("Canvas/openDoorText").GetComponent<Text> ();
         soundEffects = GameObject.Find ("SoundManager/SoundEffects").GetComponent<AudioSource> ();
     }
     
     void OnTriggerEnter(Collider collider) {
         if (collider.tag == "Player") {
             StartCoroutine (fadeIn ());
         }
     }
 
     void OnTriggerExit(Collider collider) {
         if (collider.tag == "Player") {
             StartCoroutine (fadeOut ());
         }
     }
 
     void Update () {
         Color color = openDoorText.color;
     
         bool done = false;
         if (color.a >= 1 && Input.GetKey (key) && done == false) {
                 gameobjectWithAnimation.GetComponent<Animator> ().SetTrigger (triggerName);
                 StartCoroutine (fadeOut ());
                 soundEffects.PlayOneShot (audioAnimation);
                 done = true;
         }
     }
 
 
     IEnumerator fadeIn () {
         for (int i = 0; i < 11; i++) {
             Color color = openDoorText.color;
             color.a += 0.1f;
             openDoorText.color = color;
             yield return new WaitForSeconds (0.03f);
         }
     }
 
     IEnumerator fadeOut () {
         for (int i = 0; i < 11; i++) {
             Color color = openDoorText.color;
             color.a -= 0.1f;
             openDoorText.color = color;
             yield return new WaitForSeconds (0.03f);
         }
     }
 }
 

Now it worked when I had one door. The door opened and the text (openDoorText = "Press F to open door") faded away and the door opened.

Now I added another door into my scene, using the same system. (door > child: collider with component script) but now when the player presses F to open the door, the other door opens automatically too!

Any solution WITHOUT using multiple Animation Controllers?

Thanks in advance

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