How do I trigger an animation after collecting 2 items?

I have 2 items to collect in my level and a wall animation. I want the animation to play after collecting both items but I am having trouble figuring out how. This is the code I have for the items on the level. Do I need to add something to this code or make a new code for the wall?

//Set up variables for text output on screen, and audio
//This will create "open slots" in your editor, on the object that has this script
//You will drop in your GuiText and Audio into the open slots.
public GUIText TextOutput;
public AudioClip SoundToPlay;

//Set up variable for number of items collected.
//Each time you collect something, this can be updated to be you "inventory" of that item.
public static int itemCounter = 0;



//Code for when the player collides with an item to collect.
void OnTriggerEnter (Collider other)
{
	//When something hits the collectable, if it is the player that touches the collectable,
	//Play a noise,
	//Display some text,
	//Update the inventory,
	//Delete the prefab.
	if (other.tag == "Player") 
	{
		//Play the audio at the collectables position
		AudioSource.PlayClipAtPoint (SoundToPlay, this.transform.position);
		
		//Update the GuiText
		TextOutput.text = "Look around the town for more pieces!";
		
		//Update the varible for the # of items you have in your inventory
		//The below code is a "shorthand" method of writing itemCounter = itemCounter +1;
		itemCounter += 1;
		
		//Simulate collection by destroying the prefab object
		Destroy (gameObject.transform.parent.gameObject);	
}

}

Reference the gameObject that has the Animation on it then use the following code.

I use JavaScript so I hope you or some clever clogs can translate it.

var animObject : GameObject;
var itemsNeede : int = 2;
var doorOpen : boolean = false;

if(itemCounter > itemsNeeded && !doorOpen)
{
     animObject.animation.Play("openAnim");
     doorOpen = true
}