CODE
Here you will find all the code you'll need to use Dialoguer. This includes code used to initialize it, call on dialogues, change variables, and save/load the global variables state. These are the only methods you will need to use Dialoguer. It's unnecessary and unrecommended to dive any deeper into the API.
Dialoguer.cs
Dialoguer.cs contains all the methods and events needed to use Dialoguer.
#region Initialization
// Call this in order to initialize the Dialoguer system.
void Dialoguer.Initialize();
#endregion

#region Dialogues
// Start a Dialogue, with an ID or an Enum, with optional callback
void Dialoguer.StartDialogue(DialoguerDialogues dialogue);
void Dialoguer.StartDialogue(DialoguerDialogues dialogue, DialoguerCallback callback);
void Dialoguer.StartDialogue(int dialogueId);
void Dialoguer.StartDialogue(int dialogueId, DialoguerCallback callback);
		
// Continue the current dialogue after a Regular or Branched Text node
void Dialoguer.ContinueDialogue(int choice);
void Dialoguer.ContinueDialogue();

// Ends the current dialogue
void Dialoguer.EndDialogue();
#endregion

#region Global Variable Setters
// These methods set the current value of the specified Global Variable
void Dialoguer.SetGlobalBoolean(int booleanId, bool booleanValue);
void Dialoguer.SetGlobalFloat(int floatId, float floatValue);
void Dialoguer.SetGlobalString(int stringId, string stringValue);
#endregion

#region Global Variable Getters
// These methods get the current value from Dialoguer's Global Variable system
bool Dialoguer.GetGlobalBoolean(int booleanId);
float Dialoguer.GetGlobalFloat(int floatId);
string Dialoguer.GetGlobalString(int stringId);
#endregion

#region Global Variable Saving and Loading
// Gets Dialoguer's GlobalVariablesState, which can be saved as an XML string for future use.
string Dialoguer.GetGlobalVariablesState();
	
// Sets Dialoguer's GlobalVariablesState. To be used in combination with the string previously saved with GetGlobalVariablesState
void Dialoguer.SetGlobalVariablesState(string globalVariablesXml);
#endregion

#region Events
// Dialoguer's events, dispatched by the Dialogue system
DialoguerEvents Dialoguer.events;
#endregion
DialoguerEvents : Events
DialoguerEvents is an object available at Dialoguer.events which contains all the events Dialoguer has to listen to.
// Clear all events currently registered with Dialoguer
void Dialoguer.ClearAll();

// Occurs when Dialoguer starts a dialogue.
event StartedHandler onStarted;
delegate void StartedHandler();

// Occurs when Dialoguer ends a dialogue.
event EndedHandler onEnded;
delegate void EndedHandler();

// Occurs when Dialoguer suddenly ends a dialogue.
event SuddenlyEndedHandler onInstantlyEnded;
delegate void SuddenlyEndedHandler();

// Occurs when Dialoguer enters a TextPhase in a dialogue.
event TextPhaseHandler onTextPhase;
delegate void TextPhaseHandler(DialoguerTextData data);

// Occurs when Dialoguer calls for the text window to close.
event WindowCloseHandler onWindowClose;
delegate void WindowCloseHandler();

// Occurs when Dialoguer calls for a wait with the Wait node.
event WaitStartHandler onWaitStart;
delegate void WaitStartHandler();

// Occurs when Dialoguer finishes a wait with the Wait.
event WaitCompleteHandler onWaitComplete;
delegate void WaitCompleteHandler();

// Occurs when Dialoguer sends a message with the SendMessage node.
event MessageEventHandler onMessageEvent;
delegate void MessageEventHandler(string message, string metadata);
DialoguerTextData : Object
DialoguerTextData is an object type that is passed to every Dialoguer.onTextPhase event listener. It contains vital information about the current TextPhase being served by Dialoguer.
// The formatted text, with in-line variables
string text;

// The raw, unformatted text
string rawText;

// The ID of the current dialogue
int dialogueID;

// The ID of the current node (local to the current ID)
int nodeID;

// The theme name
string theme;

// Whether or not the newWindow field has been checked
bool newWindow;

// The name field
string name;

// The portrait field
string portrait;

// The metadata field
string metadata;

// The audio field
string audio;

// The audio delay field	
float audioDelay;

// The position rect field
Rect rect;

// Whether or not the rect field was used for this node
public bool usingPositionRect;

// The branched-text node's choices
string[] choices;

// The type of TextPhase belonging to the current node
public DialoguerTextPhaseType windowType;
DialoguerCallback : Delegate
DialoguerCallback is a generic delegate used in the StartDialogue methods as a callback
public delegate void DialoguerCallback();
DialoguerDialogues : Enum
DialoguerDialogues is an enum that is generated by selecting Dialoguer > Generate Dialogues Enum in the Unity menu bar. This will generate an enum named DialoguerDialogues containing all the different names of the Dialogues you have created.