If you can't use that for some reason, you can add a script to the Dialogue Manager that finds all bark UIs and hides them:
HideBarksOnConversationStart.cs
Code: Select all
using UnityEngine;
using PixelCrushers.DialogueSystem;
public class HideBarksOnConversationStart : MonoBehaviour
{
void OnConversationStart(Transform actor)
{
foreach (var barkUI in FindObjectsOfType<AbstractBarkUI>())
{
if (barkUI.isPlaying) barkUI.Hide();
}
}
}