// Update is called once per frame
    void Update()
    {
        switch (state)
        {
        //No panel is activated
        case 0:
            //checks if the player stept on the first trigger and sets the state to 1
            if (button1.trigger == true)
            {
                state = 1;
            }
            break;

        case 1:
            //checks if the player stept on the second trigger and sets the state to 2
            if (button2.trigger == true)
            {
                state = 2;
            }
            //checks if the player stept on the third trigger instead of the second one, if so it sets the state back to 0
            else if (button3.trigger == true)
            {
                state = 0;
            }
            break;

        case 2:
            //checks if the player stept on the third trigger and sets the state to 3
            if (button3.trigger == true)
            {
                state = 3;
            }
            //checks if the player stept on the first panel and sets the state back to 0
            else if (button1.trigger == true)
            {
                state = 0;
            }
            break;

        case 3:
            //when the triggers are triggered in the right order the door moves away
            doormoving.startMove();
            break;

        default:

            break;
        }
    }
    // Update is called once per frame
    void Update()
    {
        switch (state)
        {
        //No panel is activated
        case 0:
            //checks if the player stept on the first trigger and sets the state to 1
            if (trigger.trigger == true)
            {
                state = 1;
            }
            break;

        case 1:
            //when the triggers are triggered in the right order the door moves away
            doormoving.startMove();
            break;
        }
    }