Animation.Play on a object from Raycast

So I want to play the animation “Take 001” which is on the object “LargeDoorGeometry_1” and is enabled. The first script takes my actions which tells the game it is a door, i’m looking at it, it is less than a meter away and I pressed use. I know this works because I had it print “Winner” when I did this. Now I need to get the animation to play and that’s where the issue is. I set up a variable that is supposed to be accessible from the script attached to the door. However I’m not getting feedback from the variable and the animation line is giving me an error saying “Expressions in statements must only be executed for their side-effects.” The Code is Below.

#pragma strict

var doorHit : boolean;
var doorBoolean : boolean;
var Hitinfo : RaycastHit;
var door : GameObject;
var doorParent : GameObject;
static var playDoorAnimation : boolean;

	//Set Variable Initial States
	playDoorAnimation = false;
	doorBoolean = false;
	door = GameObject.Find("/LargeDoorGeometry_1/polySurface1");
	doorParent = GameObject.Find("/LargeDoorGeometry_1");
	playDoorAnimation = false;

function Update () {
 var ray : Ray = camera.ScreenPointToRay (Vector3(Screen.width / 2,Screen.height / 2,0));
	//Launch Raycast
		var hit : RaycastHit;
	if (Physics.Raycast (ray, hit, 100)) {
    Debug.DrawLine (ray.origin, hit.point);
    //Is it a door?
    if (hit.transform.gameObject == door) {
    doorBoolean = true;
    }
    //If it's a door & it is within one meter of the camera & the player presses E, open the door
    if (doorBoolean == true && hit.distance < 1  && Input.GetButtonDown("Use")) {
    playDoorAnimation = true;
}
}
}

Here Is The Second Script, this one is attached to the door, so the animation should play.

#pragma strict

function Update () {
	if (RaycastFromPixels.playDoorAnimation == false) {
	print("NotWorking");
	}
	if (RaycastFromPixels.playDoorAnimation == true) {
	animation.Play;
	}
}

You’re using a method as if it’s a property. Change this:

animation.Play;

To this:

animation.Play();

EDIT

Here’s a more thorough answer.