Opening and closing different doors on the same script

I have set up a script to use a Raycast when you press e and if it hits a door, it opens the door, but if the door is already open it closes the door. This script is exactly the same for each door as they are all clones of each other, instantiated in game play. My problem is that when you have multiple doors and one is opened and you go to open the other one, it runs the script for closing… This results in some pretty strange behavior from the doors…

My code is this:

#pragma strict
var maxDistance = 5;
var rotating = false;
var open = false;

function Start () {
	
}

function Update () {
	var Hit : RaycastHit;
	if(Input.GetButtonUp("Use")){
		if(Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), Hit, maxDistance)){
			if(Hit.collider.tag == "Door"){
				if(open == false){
					//Hit.transform.Rotate(0,90,0);
					Rotation(Hit.transform, Vector3(0,90,0), 1);
					open = true;
				}else{
					Rotation(Hit.transform, Vector3(0,-90,0), 1);
					open = false;
				}
			}
		}
	}
}

function Rotation (thisTransform : Transform, degrees : Vector3, time : float) {
	if(rotating == true){ return; }
	
	rotating = true;
	var startRotation = thisTransform.rotation;
	var endRotation = thisTransform.rotation * Quaternion.Euler(degrees);
	var rate = 1.0/time;
	var t = 0.0;
	while (t < 1.0) {
		t += Time.deltaTime * rate;
		thisTransform.rotation = Quaternion.Slerp(startRotation, endRotation, t);
		yield;
	}
	rotating = false;
}

any help for solving my problem would be appreciated :smiley:

The Raycast management should be on the player, not on each door. The code to use is nearly the same :

// Player's update function
function Update () {
  var Hit : RaycastHit;
    if(Input.GetButtonUp("Use")){
      if(Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), Hit, maxDistance)){
        if(Hit.collider.tag == "Door"){
         var door = Hit.collider.gameObject;
          
         // In your door script, create a public function that handle the open or close action
         // according to it's internal state (open / close)
         door.OpenOrClose();
        }
     }
   }
}

Now, opening or closing a door will not affect the others.