Enabling / Disabling Collider Help

Hello!
I have 2 objects (magazine release button / magazine) parented to a gun I made with simplified mesh colliders on each. When either are selected the magazine is released from the gun. My problem is I would like only the button collider enabled for the release animation when pressed, and the magazine collider enabled only for the reload. Is this possible? Here is my code:

var anim: Animator;
var OutHash : int = Animator.StringToHash("Out");
var InHash : int = Animator.StringToHash("In");
var button : GameObject;
var magazine : GameObject;

function Start()
{
	anim = GetComponent("Animator");
	magazine.collider.enabled = false;
}

function Update()
{
	var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 	var hit : RaycastHit;
	
	if (Physics.Raycast(ray, hit) == true && hit.transform.tag == "MagazinePoint" )
	{
		if(Input.GetMouseButtonUp(0))
		{
			anim.SetTrigger(OutHash);
			button.collider.enabled = false;
			magazine.collider.enabled = true;
		}	
		if(Input.GetMouseButtonUp(0))
		{	
			anim.SetTrigger(InHash);
			magazine.collider.enabled = false;
			button.collider.enabled = true;
			
		}
	}
}

Any help would be more than appreciated!!

Okay so it took a while but basically I had to play around with collider positions. Instead of enabling/disabling I created shadow collider objects that move with the animation (their own separate animation). This gives the appearance of colliders enabling/disabling, without actually doing so.

var anim: Animator;
var OutHash : int = Animator.StringToHash("Out");
var InHash : int = Animator.StringToHash("In");
var collider1OutHash : int = Animator.StringToHash("Collider1Out");
var collider1InHash : int = Animator.StringToHash("Collider1In");
var collider2OutHash : int = Animator.StringToHash("Collider2Out");
var collider2InHash : int = Animator.StringToHash("Collider2In");

function Start(){

    anim = GetComponent("Animator");
}
function Update(){

    var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    var hit : RaycastHit;
    if (Physics.Raycast(ray, hit) == true && hit.transform.tag == "MagazinePoint" ){

        if(Input.GetMouseButtonUp(0)){

            anim.SetTrigger(OutHash);
            anim.SetTrigger(collider1OutHash);
            anim.SetTrigger(collider2InHash);
        }
        if(Input.GetMouseButtonUp(0)){

            anim.SetTrigger(InHash);
            anim.SetTrigger(collider1InHash);
            anim.SetTrigger(collider2OutHash);
        }
    }
}

I’m sure there is a code guru who can enlighten on a better way, but this works for my purposes. Hope this helps someone else as well.