Don't know how to access UnityEvent listener

Hi! I don’t know a lot about coding but for a project i’m working on I have to create some c# scripts.
I’m using UnityEvent listener on a empty gameobject with a collider to trigger some animations and other simple things.

What i’m trying to do is to access all gameobjects I added in the UnityEvent listener via the inspector to do something like SetActive(false) and when the player collide SetActive(true) before the invoke(). The problem is: I don’t know how to access those objects.

Normaly I know how to do it with a simple GameObject variable but I can’t figure it out with the event listener.

Thanks for the help159473-editorview.png

using UnityEngine;
using UnityEngine.Events;

[RequireComponent(typeof(Collider))]
public class EventTrigger : MonoBehaviour
{

    #region Attributes

    [SerializeField]
    private bool disableOnStart;
    [SerializeField]
    private UnityEvent __onTriggerEnter = null;

    #endregion

    void Start()
    {
        if(disableOnStart == true)
        {
            //I want to disable all gameObjects added to the script with the UnityEvent (something like gameobject.SetActive(false))
        }
    }

    private void OnTriggerEnter(Collider PCol)
    {


        if (PCol.tag == "PlayerMotor")
        {
            //I want to enable all gameObjects before the Invoke()

            __onTriggerEnter.Invoke();
        }
    }
}

void Start()
{
if(disableOnStart)
{
int targetsCount = __onTriggerEnter.GetPersistentEventCount();
for (int i = 0 ; i < targetsCount ; ++i)
{
if (__onTriggerEnter.GetPersistentTarget(i) is GameObject go)
go.SetActive(false);
}
}
}

 private void OnTriggerEnter(Collider PCol)
 {
     if (PCol.tag == "PlayerMotor")
     {
          if(disableOnStart)
          {
               int targetsCount = __onTriggerEnter.GetPersistentEventCount();
               for (int i = 0 ; i < targetsCount ; ++i)
               {
                    if (__onTriggerEnter.GetPersistentTarget(i) is GameObject go)
                         go.SetActive(true);
               }
          }

         __onTriggerEnter.Invoke();
     }
 }