Destory/Collect object to open door

I can’t quite find the solution for the problem I’m facing. I have a script that has a player collect an object(s). Below is the script I have so far on the character. The character is able to run into the object(s) and it disappears. What I want to happen is after they collect the object(s), a set of sliding doors open. I think a transform could be used on the doors but I’m not sure.

(I imported my door from Maya, so both parts of the doors are a child of a parent.)

Example:

collect object A = Door A to slides open automatically

collect object B = Door B to slides open automatically

collect object C = Door C to slides open automatically

etc…

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour {

public float speed;
private Rigidbody rb;

void Start ()
{
	rb = GetComponent<Rigidbody> ();
}

void FixedUpdate ()
{
	float moveHorizontal = Input.GetAxis ("Horizontal");
	float moveVertical = Input.GetAxis ("Vertical");

	Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

	rb.AddForce (movement * speed);
}

void OnTriggerEnter(Collider other)
{
	if (other.gameObject.CompareTag ("Collect")) 
	{
		other.gameObject.SetActive (false);
	}
}

This can be done with a delegate. More info about delegates can be found here.

public class PlayerController : MonoBehaviour
{
    //Create a delegate and give it an int parameter
    public delegate void OnCollect(int doorIndex);
    public static OnCollect OnPlayerCollect;


    private void OnTriggerEnter(Collider other)
    {
        int doorNumber = 0; //Check for itemindex (There are multiple ways to do that)
        if (OnPlayerCollect != null) OnPlayerCollect(doorNumber); //Send a message to all the doors
    }
}

Then create a Door script that listens to it and opens it when his door index gets called.

public class Door : MonoBehaviour
{
    //Set in the editor
    public int doorIndex;

    private void Awake()
    {
        PlayerController.OnPlayerCollect += OpenDoor;
    }

    private void OnDestroy()
    {
        PlayerController.OnPlayerCollect -= OpenDoor;
    }

    private void OpenDoor(int index)
    {
        if(index == doorIndex)
        {
            //Open the door here
        }
    }
}