Bark Dialogue UI

Script reference: PixelCrushers.DialogueSystem.BarkDialogueUI

The Bark Dialogue UI allows you to run a conversation using characters' bark UIs instead of the regular dialogue UI. In some cases you may find this preferable to chaining barks using BarkOnDialogueEvent.

In the example scene located in Examples/Bark Example/Bark Conversation, Private Hart:

  • Now has a bark UI
  • Has an Override Display Settings component that:
    • Uses a dialogue UI named BarkDialogueUI (described below)
    • Enables PC subtitles (so we can see the player's barks)
    • Sets the default sequence to Delay({{end}}) so it doesn't touch the camera.

BarkDialogueUI is an empty GameObject that contains the BarkDialogueUI script.

The BarkDialogueUI implementation of IDialogueUI simply uses the participants' bark UIs to display lines in a conversation. If the player has multiple responses, it automatically chooses the first response.

In the example, a new GameObject named Private Hart Conversation Trigger is the trigger for the conversation. When the player enters the trigger area, the conversation starts. Stop Conversation On Trigger Exit is ticked, so if the player leaves the trigger area the conversation still stop.

Also in the example, the Player:

  • Now has a bark UI
  • Only disables gameplay control for the terminal and dead guard, not for the conversation with Private Hart.

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