How to make door open and close with Input.GetButtonDown?

Hi to everyone I have a small problem, I have a door with animation, and two scripts for it.
First one is for a Camera with a RayCasting, and a second controls door animation.
When press interact button and looking at the door, door opens but not close when I push the button again, I tried to use else if command but it didn’t helped. Can some one please help me to find what I am missing.

First Script for a camera:

public class DoorRayCast : MonoBehaviour
{
    public float Doordistance = 1.5f;
    // Use this for initialization
    void Start()
    {
        
    }
  
    // Update is called once per frame
    void FixedUpdate()
    {
        if (Input.GetButtonDown("actButton"))
        {
            CheckRayCast();
            
        }
        
        

    }
    private void CheckRayCast()
    {
        Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
        RaycastHit data;
        if (Physics.Raycast(ray, out data, Doordistance))
        {
            GetComponent<DoorsActAnim>();
        }
        
    }
}

And the second one Door Animation Control

public class DoorsActAnim : MonoBehaviour {
    private Animator DoorAnim;
    private AnimatorStateInfo BaseLayer;
    private AnimatorStateInfo currentBaseState;
    static int idleDoor = Animator.StringToHash("Base Layer.apartment_door_idle");
    static int openDoor = Animator.StringToHash("Base Layer.apartment_door_open");
    static int closeDoor = Animator.StringToHash("Base Layer.apartment_door_close");
    public float Doordistance = 1.5f;

	// Use this for initialization
    void Start()
    {
        DoorAnim = GetComponent<Animator>();
    }
    void FixedUpdate () {
        currentBaseState = DoorAnim.GetCurrentAnimatorStateInfo(0);
        if (Input.GetButtonDown("actButton"))
        {
            DoorAnim.SetTrigger("Open");
            
        }
        else if (Input.GetButtonDown("actButton"))
        {
            DoorAnim.SetTrigger("Close");
        }
        
    
        
    }
    
}

Both if and else if conditions are exactly the same; that’s the problem.

if (Input.GetButtonDown("actButton")){
    if (/*Current animation state is closed*/)
        DoorAnim.SetTrigger("Open");
    else 
        DoorAnim.SetTrigger("Closed");

}