ν•˜μ΄μŠ€μ½”μ–΄ κ΅¬ν˜„λ˜μ–΄ μžˆλŠ”κ±° λ΄€λŠ”λ°

-GameManager.cs(κ²Œμž„ μ”¬μ—μ„œ μž‘λ™)
static int score μ„ μ–Έ

-Score.cs(κ²Œμž„μ˜€λ²„ μ”¬μ—μ„œ μž‘λ™)
static int highScore μ„ μ–Έ
TextMeshProUGUI scoreText μ„ μ–Έ

void Start()
{
int Score = GameManager.score;
scoreText.text = Score.ToString();
highScore = bestScore.b_getScore();
if(Score > highScore)
{
bestScore.b_setScore(Score);
}
}

-bestScore.cs(κ²Œμž„μ˜€λ²„ μ”¬μ—μ„œ μž‘λ™)
TextMeshProUGUI highScoreText μ„ μ–Έ
static int score_ μ„ μ–Έ

static void b_setScore(int n)
{
score_ = n;
}

static void b_getScore()
{
return score_;
}

void Update()
{
highScoreText = score_.ToString();
}


μ΄λ ‡κ²Œ λ˜μ–΄ μžˆκ±°λ“ ?
근데 Score.cs에 μ™œ ν•˜μ΄μŠ€μ½”μ–΄λ₯Ό μŠ€νƒœν‹±μœΌλ‘œ μ„ μ–Έν•˜λŠ”μ§€ 이해가 μ•ˆ λ˜λ”λΌ
ν•˜μ΄μŠ€μ½”μ–΄λŠ” 계속 κΎΈμ€€νžˆ 값을 μ €μž₯ν•΄μ•Ό ν•˜κ³  GameManager의 μŠ€μ½”μ–΄κ°’μ€ κ²Œμž„μ˜€λ²„ μ”¬μ—μ„œ 좜λ ₯ν•΄μ•Ό ν•˜λ‹ˆκΉŒ μ΄ν•΄ν•˜λŠ”λ° 저건 이해가 μ•ˆλΌ
κ·Έλž˜μ„œ Score.cs에 ν•˜μ΄μŠ€μ½”μ–΄ μƒλž΅μ‹œν‚€κ³  κ·Έλƒ₯ 쑰건문에닀가 λ°•μœΌλ €λŠ”λ° 그러면 문제 생김?