Added Mrs. Ling to the main tea room scene
Modified the menu scripts to play the animations along with the audio.
It's done in a very kludgy way.  To play a clip you need two things, the Animator component on the gameobject that has the animations (the player or NPC), and the name of the state of the clip (states defined in Mecanim in the AnimatorController component).  the names of the clips are A, A1, A2, B1, etc, same as the names of the audio clips.  in DialogTree, we can just use these when reading the XML and creating all the dialog menus and widgets.

For the animator component, I added an "animatedCharacterName" attribute to DialogTree, which is set in the Editor to e.g. "MRS_LING" and then is passed on to all the widgets.  DialogClip.StartClip() is where the audio is actually started and the animation is started.  At the moment, I'm just searching for the gameobject by name at that point to find the Animator component.

This by itself might not be that bad of a system, one improvement would be to have the character name included per speech item in the XML instead of global for the whole DialogTree, which would then easily support multi-character conversations.