private void OnTriggerEnter(Collider other)
    {
        pressureDeath pressureDeath = pressurePadBad.GetComponent <pressureDeath>();
        pressureGood  pressureGood  = pressurePadGood.GetComponent <pressureGood>();
        Renderer      collideded    = this.GetComponent <Renderer>();

        if (collideded.material.color == Color.red)
        {
            if (pressureDeath.triggerRed == 0)
            {
                pad1.material.color       = Color.grey;
                pad2.material.color       = Color.grey;
                pad3.material.color       = Color.grey;
                pad4.material.color       = Color.grey;
                pad5.material.color       = Color.grey;
                pad6.material.color       = Color.grey;
                pressureDeath.triggerRed  = 0;
                pressureGood.triggerGreen = 0;
            }
        }
        if (collideded.material.color == Color.green)
        {
            if (pressureGood.triggerGreen == 0)
            {
                pad1.material.color       = Color.grey;
                pad2.material.color       = Color.grey;
                pad3.material.color       = Color.grey;
                pad4.material.color       = Color.grey;
                pad5.material.color       = Color.grey;
                pad6.material.color       = Color.grey;
                pressureDeath.triggerRed  = 0;
                pressureGood.triggerGreen = 0;
            }
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        pressureDeath pressureDeath = pressurePadBad.GetComponent <pressureDeath>();

        pressureDeath.triggerRed = 0;
        triggerGreen             = 1;
        anim.SetFloat("speed", 1);
        pad1.material.color = Color.red;
        pad2.material.color = Color.green;
        pad3.material.color = Color.green;
        pad4.material.color = Color.green;
        pad5.material.color = Color.red;
        pad6.material.color = Color.green;
    }
    private void OnTriggerEnter(Collider other)
    {
        pressureDeath pressureDeath = pressurePadBad.GetComponent <pressureDeath>();
        pressureGood  pressureGood  = pressurePadGood.GetComponent <pressureGood>();
        Renderer      collideded    = this.GetComponent <Renderer>();

        if (collideded.material.color == Color.red)
        {
            if (pressureDeath.triggerRed == 1)
            {
                door.SetActive(false);
            }
        }

        if (collideded.material.color == Color.green)
        {
            if (pressureGood.triggerGreen == 1)
            {
                door.SetActive(false);
            }
        }
    }