using System; using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class Player { public string Name; public float Score { get => _score; set { _score = value; OnScoreChange?.Invoke(_score); } } private float _score; public List UnlockedMonumets = new List(); public event Action OnScoreChange; } [CreateAssetMenu(fileName = "PlayerInfo")] public class PlayerInfo : ScriptableObject { public List Players = new List(); }