How I make to struct don't reset value with a CustomEditor on Inspector View after to press Play?

Hello.

I created my own Struct and I tried make a custom view on Inspector but i found a great problem: One time on inspetor, the struct value reset after I pressing Play. If I change the keyword “struct” by “class”, it’s work fine, after I press Play button and change value on Inspector it change correctly.

Before press:

After press:

How I do make to apply the changes on struct values when I to press Play?

My class code:

using UnityEngine;
using System.Collections;

public class Player : MonoBehaviour {

	public CartaDinheiro cartas;
	public int doces;

	// Use this for initialization
	void Start () {
		//Debug.Log(cartas.um);

		Debug.Log(doces);
	}
	
	// Update is called once per frame
	void Update () {
		if (Input.GetMouseButton (0)) 
		{
			Debug.Log(cartas.um);		
		}
	}
}

My Struct Code:

using UnityEngine;
using System.Collections;

[System.Serializable]
public struct CartaDinheiro
{
	public int um, dois, cinco;

	public CartaDinheiro(int um, int dois, int cinco)
	{
		this.um = um;
		this.dois = dois;
		this.cinco = cinco;
	}

	public CartaDinheiro Adicionar(CartaDinheiro carta)
	{
		this.um += carta.um;
		this.dois += carta.dois;
		this.cinco += carta.cinco;

		return this;
	}
}

My CustomEditor code:

using UnityEngine;
using System.Collections;
using UnityEditor;

[CustomEditor(typeof(Player))]
public class PlayerEditor : Editor
{
	public override void OnInspectorGUI()
	{
		DrawDefaultInspector ();
		Player player = (Player) target;

		player.cartas.um = EditorGUILayout.IntField("Carta Um", player.cartas.um);
		player.doces = EditorGUILayout.IntField("Doces", player.doces);
	}
}

I’m afraid that you can only do that with class, Unity seems to ignore struct when Serialized…