LockedDoorInteractiveObject MonoBehaviour
Overview
The LockedDoorInteractiveObject behaviour is an extension of the InteractiveObject used to trigger door open and close and managed the lock state of a door. If the door is locked then the character must have a keyring inventory item with the correct keycode to unlock the door before it can be opened.
Inspector

Properties
| Name | Type | Description |
|---|---|---|
| Tooltip Name | String | The name of the item in the HUD tooltip. |
| Tooltip Action | String | A description of the action for use in the HUD tooltip, eg pick up. |
| Interactable On Start | Boolean | Can the object be interacted with immediately. |
| Hold Duration | Float | How long does the use button have to be held for interaction. |
| On Used | UnityEvent | An event that is triggered when the object is used. |
| On Cursor Enter | UnityEvent | An event that is triggered when the player looks directly at the object. |
| On Cursor Exit | UnityEvent | An event that is triggered when the player looks away from the object. |
| Door | Door | The door to open (will accept any door that inherits from DoorBase). |
| Lock Ids | String Array | An array of IDs for this lock. The player must have an equivalent key in their inventory key ring to unlock. If this is empty then the door must be unlocked via events or the API. IDs can be unique to this lock, or shared between multiple for things like skeleton keys. |
| Start Locked | Boolean | Should the door be locked on start. |
| Open On Unlock | Boolean | Should the door be opened when it's unlocked. |
| Tooltip Locked Action | String | The tooltip action to use when the door is locked. Use the open action toolrip for the other tooltip action. |
| On Used While Locked | UnityEvent | An event that is triggered when the object is used while locked (does not fire when unlocking). |