using UnityEngine; using UnityEngine.Localization; /// /// Scriptable Object that represents an "Actor", that is the protagonist of a Dialogue /// [CreateAssetMenu(fileName = "newActor", menuName = "Dialogues/Actor")] public class ActorSO : ScriptableObject { public LocalizedString ActorName { get => _actorName; } [SerializeField] private LocalizedString _actorName = default; }