public override void UpdateTriggers() { // Player 1 section // If the first plate is active, open the first door. gate_1_1.gameObject.SetActive(!plate_1_1.IsTriggered()); // Player 2 section // If either of the first two pressure plates are active, open the gate gate_2_1.gameObject.SetActive(!(plate_2_1.IsTriggered() || plate_2_2.IsTriggered())); // If the second plate is active, open the second door gate_2_2.gameObject.SetActive(!plate_2_2.IsTriggered()); // Connected Section // If player one's right plate is on, open the front connected doors connected_1_2.gameObject.SetActive(!plate_1_right.IsTriggered()); connected_2_2.gameObject.SetActive(!plate_1_right.IsTriggered()); // If player two's left plate is on, open the back connected doors connected_1_1.gameObject.SetActive(!plate_2_left.IsTriggered()); connected_2_1.gameObject.SetActive(!plate_2_left.IsTriggered()); }