The Dialogue System can work with any component that implements the IDialogueUI interface, such as UnityUIDialogueUI and NGUIDialogueUI. This means that, if you already have an existing GUI component, you can add the IDialogueUI interface methods to it. You don't have to create a separate component.
However, it's very easy to create your own dialogue UI component using the provided template. To create your own dialogue UI component:
Scripts/Templates/TemplateDialogueUI.cs
.[REMOVE THIS LINE]
.TemplateDialogueUI
to the name of your dialogue UI.See Scripts/Supplemental/UI/Dialogue UI/UnityUIDialogueUI.cs
for the implementation that uses Unity UI.
See Scripts/Third Party Support/NGUI
for an implementation that uses NGUI, or Scripts/Third Party Support/Daikon Forge GUI
for one that uses Daikon Forge GUI.
Finally, create a game object with your dialogue UI component and assign that game object (or prefab) as described in How to Set Up the Dialogue Manager.
You may find it more convenient to create a subclass of an existing dialogue UI system. This allows you to inherit all of its functionality and simply add or replace your own customizations on top of it.
For example, DaikonForgeDialogueUI is derived from AbstractDialogueUI. All AbstractDialogueUI methods are virtual.
You can create a subclass of DaikonForgeDialogueUI that overrides the ShowResponses method with your additional code. To use it, on your dialogue UI GameObject, drag the new subclass into the Daikon Forge Dialogue UI component's Script field.
Below is an example that includes stubs for extra processing on subtitles as well as response menus:
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