NOT condition not working

I’m having trouble getting a series of if statements to work: I think I must be misunderstanding something.
I’m trying to enable/disable the renderers of different objects using a variable (it’s for making sure that certain rooms and objects are hidden at different phases of the game. The statement ‘if (phase == 1)’ works fine and I can use ‘if (phase ==2)’ to disable the renderer. What I really want to do though is to disable them if phase is NOT equal to 1. I’ve tried ‘if (phase != 1)’ (see below) but that doesn’t seem to work. I’d be dead grateful if anyone could tell me why! Cheers!

void Update () 

{
	GameObject door2 = GameObject.Find("room_2_door");//finding room2 objects and animators
	GameObject room2 = GameObject.Find ("room_2");
	Animator door2anim = door2.GetComponentInChildren<Animator>();


	if (phase == 1) //room 2 visible, 
	{
		
		door2anim.SetTrigger ("close");
		Renderer[] room2childrenrenderer = room2.GetComponentsInChildren<Renderer> ();
		foreach (Renderer r2cr in room2childrenrenderer) 
		{
			r2cr.enabled = true;
		}
	}
	if (phase !=1 ) // room 2 not visible
	{
		
		door2anim.SetTrigger ("go");
		Renderer[] room2childrenrenderer = room2.GetComponentsInChildren<Renderer> ();
		foreach (Renderer r2cr in room2childrenrenderer) 
		{
			r2cr.enabled = false;
		}
	}

First of all, you could simplify a bit your code to avoid mistakes. The code bellow does the same thing than your previous code. If you want to focus on your problem without changing your code, just look at the Update part.

As NoseKills said, check with the Debug.Log instruction that ‘phase’ is not equal to 1 :

 // Declare variables (data to keep all the time in your script)
    GameObject door2;
    GameObject room2;
    Animator door2anim;
    Renderer[] room2childrenrenderer;
    
    void Start()
    {
      // Get the value for each variables just once in Start
      door2 = GameObject.Find("room_2_door");
      room2 = GameObject.Find ("room_2");
      door2anim = door2.GetComponentInChildren<Animator>();
      room2childrenrenderer = room2.GetComponentsInChildren<Renderer> ();
    }
    
    void Update () 
    {
        // This is to print a line in the Unity console so you can check your values
        Debug.Log("phase = "+phase);

         // Set your trigger with a if/else
         if (phase == 1) 
         {
             door2anim.SetTrigger ("close");
         }
         else
         {
             door2anim.SetTrigger ("go");
         }
        foreach (Renderer r2cr in room2childrenrenderer) 
        {
            // Instead of true/false, you can affect directly your condition to avoid repeating
            r2cr.enabled = (phase == 1);
        }
    }