Dialogue Nodes within the Editor Window.
Using Unity's experimental GraphView API, I was able to create a custom Editor Window which allows designers to quickly use dialogue nodes in order to create dialogue trees which could then be saved in a scriptable object, ready to use anywhere. This Editor Window also allows designers to quickly italicize and bolden text as well as create comment blocks.
Portion of code that handles looking for events written into the Dialogue Node Graph Editor Window.
After receiving the dialogue, this technique is used to check for specific keywords in order to fire off unique logic tied to the specific keyword.
This also allowed generic unity events to be invoked from the dialogue, which could be linked depending on the event key that was written down.
The icons updating dynamically.
This system builds off of the dialogue parsing algorithm, grabbing the title of a dialogue node in order to find a matching icon and sound for that title.
This allows the designer to quickly add in new titles and related icons and sounds for that title. This is also an additional layer to the dialogue system, which means the designer is able to choose whether or not they want to use it without affecting the base dialogue at all.