Is there a way to show Monobehaviours class properties inside another Monobehaviour class in the Unity inspector?

Hi all.
Just as the title says - is there any equivalent to [System.Serializable] on Monobehaviour classes so I could put that into another class and its properties could be still editable in the inspector?
Basically what I am trying to do is to be able to create mission objectives in the Unity inspector that may dynamically change during the game and this functionality could be very useful, but I am not sure if it’s even possible.

So I have this MissionObjectives class (simplified) which derives from MonoBehaviour. I would like to put this class into another MonoBehaviour class and still be able to edit its serializable classes properties in the Unity inspector. Is it possible?

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;

public class MissionObjectives: MonoBehaviour
{
	[Serializable]
	public class Objective
	{
		[Serializable]
		public class EntityToSpawn
		{
			public Entity entity_pref;
			public Transform spawnPosition;
		}
		
		public string objectiveDescription;
		public List<EntityToSpawn> entitiesToSpawn = new List<EntityToSpawn>();
		public List<Entity> entitiesToDestroy = new List<Entity>();
		
		public void StartObjective()
		{

		}

		public void UpdateObjective()
		{

		}

	}
	public List<Objective> objectives = new List<Objective>();

	void Start()
	{
		objectives[0].StartObjective ();
	}
}

It’s not super clear what you want because you wrote things like: ‘put this class into another’ and ‘class properties inside another’. It’s not exactly clear what you mean by this.

I think, though, you may want inheritance like:

public class MissionObjectives: Objectives
 {
 // All properties/methods of MissionObjectives available in inspector, plus these extra ones defined below.

// In constructor you can set some default values, if you like
public MissionObjective()
{
}

 }

and

public class Objective : MonoBehaviour
{
// Your objectives class here.
}