multiplayer game other player setactive false

(Sorry my English is bad)[I use PUN2 for server] My codes:
Player:
using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Realtime; using Photon.Pun; using TMPro; using UnityEngine.UI;
namespace Com.Kawaiisun.SimpleHostile { public class multiplayerc : MonoBehaviourPunCallbacks { public GameObject mesh; public Transform spawnPos; public Transform spawnPoskalkan; public Transform spawnPosportal1; public Transform spawnPosaura; public GameObject sp0; public GameObject sp1; public GameObject sp2; public GameObject sp3; public GameObject sp4; public GameObject sp5; public GameObject sp6; public GameObject sp7; public GameObject sp8; public GameObject sp9; public int canmax=100; private Transform ui_healthbar; public int manamax = 100; private Transform ui_manabar; public float attackDamage=5; public float attackRange=3; public float attackCoolDown=1; private Manager manager; public TextMeshPro playerUsername; private Text ui_username; private multiplayerc pc; private float attackTimer; public bool lockCursor; public float mouseSensitivity = 10; public Vector2 pitchMinMax = new Vector2(-40, 85); public float rotationSmoothTime = 0.1f; [HideInInspector] public ProfileData playerProfile;
     public float speedH = 2.0f;
     public float speedV = 2.0f;
     Camera cam;
     public float yaw;
     public float pitch;
     float smoothYaw;
     float smoothPitch;
     float yawSmoothV;
     float pitchSmoothV;
     float verticalVelocity;
     Vector3 velocity;
     Vector3 smoothV;
     Vector3 rotationSmoothVelocity;
     Vector3 currentRotation;
     bool jumping;
     float lastGroundedTime;
     bool disabled;
     //public Transform spawnPos;
     //public Transform spawnPoskalkan;
     //public Transform spawnPosportal1;
     //public Transform spawnPosaura;
     //public GameObject sp0;
     //public GameObject sp1;
     //public GameObject sp2;
     //public GameObject sp3;
     //public GameObject sp4;
     //public GameObject sp5;
     //public GameObject sp6;
     //public GameObject sp7;
     //public GameObject sp8;
     //public GameObject sp9;
     //public Image gmbar;
     public Animator anim;
     public PhotonView pw;
     public float zaman = 0;
     public bool durmak = true;
     public bool saldırı = false;
     public bool hareket = false;
     public bool hızlıhareket = false;
     public float hiz = 7.5f, yercekimi = 10f, yorgunluk = 0f;
     public bool dc;
     public bool uzunsaldırı = false;
     Rigidbody rd;
     public float can = 100;
     private Text cantext;
     public float mana = 100;
     private Text manatext;
     [PunRPC]
     private void Start()
     {
         gameObject.SetActive(pw.IsMine);
         canmax = 100;
         manamax = 100;
         manager = GameObject.Find("Manager").GetComponent<Manager>();
         pc = GetComponent<multiplayerc>();
         cam = Camera.main;
         if (lockCursor)
         {
             Cursor.lockState = CursorLockMode.Locked;
             Cursor.visible = false;
         }
         
         yaw = transform.eulerAngles.y;
         //pitch = cam.transform.localEulerAngles.x;
         smoothYaw = yaw;
         smoothPitch = pitch;
         pw = GetComponent<PhotonView>();
         if (pw.IsMine == true)
         {
             pw.RPC("SyncProfile", RpcTarget.All, Launcher.myProfile.username, Launcher.myProfile.level, Launcher.myProfile.xp);
             gameObject.layer = 11;
             ChangeLayerRecursively(mesh.transform, 11);
             gameObject.tag = ("Player");
             cantext = GameObject.Find("HUD/Health/Can").GetComponent<Text>();
             manatext = GameObject.Find("HUD/Fuel/Mana").GetComponent<Text>();
             ui_healthbar = GameObject.Find("HUD/Health/Bar").transform;
             ui_manabar = GameObject.Find("HUD/Fuel/Bar").transform;
             RefreshHealthBar();
             ui_username = GameObject.Find("HUD/Username/Text").GetComponent<Text>();
             ui_username.text = Launcher.myProfile.username;
             playerUsername.text = Launcher.myProfile.username;
             uzunsaldırı = false;
             durmak = true;
             dc = true;
             hareket = false;
             saldırı = false;
             hızlıhareket = false;
             anim = GetComponent<Animator>();
             rd = GetComponent<Rigidbody>();
             //GetComponent<Renderer>().material.color = Color.red;
             //gmbar.GetComponent<Image>().color = new Color32(191, 255, 97, 100);
         }
     }
     private void ChangeLayerRecursively(Transform p_trans, int p_layer)
     {
         p_trans.gameObject.layer = p_layer;
         foreach (Transform t in p_trans) ChangeLayerRecursively(t, p_layer);
     }
     [PunRPC]
     void Update()
     {
         if (!pw.IsMine) return;
         if (pw.IsMine == true)
         {
             Multi_Update();
             RefreshHealthBar();
         }
     }
     void RefreshHealthBar()
     {
         float t_health_ratio = (float)can / (float)canmax;
         ui_healthbar.localScale = Vector3.Lerp(ui_healthbar.localScale, new Vector3(t_health_ratio, 1, 1), Time.deltaTime * 8f);
         float t_mana_ratio = (float)mana / (float)manamax;
         ui_manabar.localScale = Vector3.Lerp(ui_manabar.localScale, new Vector3(t_mana_ratio, 1, 1), Time.deltaTime * 8f);
     }
     [PunRPC]
     private void DoAttack()
     {
         Ray ray = cam.ScreenPointToRay(Input.mousePosition);
         RaycastHit t_hit;
         if (Physics.Raycast(ray, out t_hit, attackRange))
         {
             if (t_hit.collider.gameObject.layer == 11)
             {
                 //give damage
                 t_hit.collider.transform.root.gameObject.GetPhotonView().RPC("TakeDamage", RpcTarget.All, attackDamage, PhotonNetwork.LocalPlayer.ActorNumber);
                 //check for kill
                 //if (t_hit.collider.transform.root.gameObject.GetComponent<Player>().CheckKill(loadout[currentIndex].damage))
                 //{
                 //    manager.ChangeStat_S(PhotonNetwork.LocalPlayer.ActorNumber, 0, 1);
                 //}
                 //show hitmarker
                 
                 
                 attackRange = 1f;
             }
         }
     }
     public void TakeDamage(int p_damage, int p_actor)
     {
         if (pw.IsMine)
         {
             can -= p_damage;
             //RefreshHealthBar();
             if (can <= 0)
             {
                 manager.Spawn();
                 manager.ChangeStat_S(PhotonNetwork.LocalPlayer.ActorNumber, 1, 1);
                 if (p_actor >= 0)
                     manager.ChangeStat_S(p_actor, 0, 1);
                 PhotonNetwork.Destroy(gameObject);
             }
         }
     }
     [PunRPC]
     public void Multi_Update()
     {
         attackTimer += Time.deltaTime;
         if (pc.dc == true)
         {
             if (Input.GetMouseButtonUp(0) && attackTimer >= attackCoolDown)
             {
                 pc.dc = false;
                 attackTimer = 0f;
                 DoAttack();
             }
         }
         yaw += speedH * Input.GetAxis("Mouse X");
         pitch -= speedV * Input.GetAxis("Mouse Y");
         transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
         if (disabled)
         {
             return;
         }
         Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
         Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
         Vector3 worldInputDir = transform.TransformDirection(inputDir);
         float mX = Input.GetAxisRaw("Mouse X");
         float mY = Input.GetAxisRaw("Mouse Y");
         float mMag = Mathf.Sqrt(mX * mX + mY * mY);
         if (mMag > 5)
         {
             mX = 0;
             mY = 0;
         }
         yaw += mX * mouseSensitivity;
         pitch -= mY * mouseSensitivity;
         pitch = Mathf.Clamp(pitch, pitchMinMax.x, pitchMinMax.y);
         smoothPitch = Mathf.SmoothDampAngle(smoothPitch, pitch, ref pitchSmoothV, rotationSmoothTime);
         smoothYaw = Mathf.SmoothDampAngle(smoothYaw, yaw, ref yawSmoothV, rotationSmoothTime);
         transform.eulerAngles = Vector3.up * smoothYaw;
         if (mana >= 10)
         {
             if (Input.GetKeyDown(KeyCode.Alpha3))
             {
                 Instantiate(sp3, spawnPos.position, spawnPos.rotation);
                 mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Alpha4))
             {
                 Instantiate(sp4, spawnPos.position, spawnPos.rotation);
                 mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Alpha5))
             {
                 Instantiate(sp5, spawnPos.position, spawnPos.rotation);
                 mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Alpha6))
             {
                 Instantiate(sp6, spawnPos.position, spawnPos.rotation);
                 mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Alpha7))
             {
                 Instantiate(sp7, spawnPos.position, spawnPos.rotation);
                 mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Keypad3))
             {
                 Instantiate(sp3, spawnPos.position, spawnPos.rotation);
                 mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Keypad4))
             {
                 Instantiate(sp4, spawnPos.position, spawnPos.rotation);
                 mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Keypad5))
             {
                 Instantiate(sp5, spawnPos.position, spawnPos.rotation);
                 mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Keypad6))
             {
                 Instantiate(sp6, spawnPos.position, spawnPos.rotation);
                 mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Keypad7))
             {
                 Instantiate(sp7, spawnPos.position, spawnPos.rotation);
                 mana -= 10;
             }
         }
         if (zaman >= -10f)
         {
             durmak = true;
             dc = true;
             saldırı = false;
             uzunsaldırı = false;
             hareket = false;
             hızlıhareket = false;
             anim.SetBool("attack_long_001", false);
             anim.SetBool("attack_short_001", false);
             anim.SetBool("move_forward", false);
             anim.SetBool("move_forward_fast", false);
             anim.SetBool("idle_normal", true);
         }
         if (zaman <= 0)
         {
             zaman += 5f * Time.deltaTime;
         }
         if (zaman <= -25f)
         {
             zaman = -25f;
         }
         if (dc == true)
         {
             if (Input.GetMouseButtonDown(0))
             {
                 print(1);
                 zaman -= 75f * Time.deltaTime * 100f * 4f;
                 saldırı = true;
                 uzunsaldırı = false;
                 hareket = false;
                 hızlıhareket = false;
                 durmak = false;
                 anim.SetBool("attack_long_001", false);
                 anim.SetBool("attack_short_001", true);
                 anim.SetBool("move_forward", false);
                 anim.SetBool("move_forward_fast", false);
                 anim.SetBool("idle_normal", false);
             }
         }
         if (dc == true)
         {
             if (Input.GetMouseButtonDown(1))
             {
                 print(2);
                 zaman -= 75f * Time.deltaTime * 100f * 4f;
                 saldırı = false;
                 uzunsaldırı = true;
                 hareket = false;
                 hızlıhareket = false;
                 durmak = false;
                 dc = false;
                 anim.SetBool("attack_short_001", false);
                 anim.SetBool("attack_long_001", true);
                 anim.SetBool("move_forward", false);
                 anim.SetBool("move_forward_fast", false);
                 anim.SetBool("idle_normal", false);
                 //    Invoke("PlayAudioClip",1f);
             }
         }
         //if (isgrounded == true){
         if (Input.GetKey(KeyCode.Space))
         {
             transform.Translate(0, 5f * Time.deltaTime, 0);
         }
         if (Input.GetKey(KeyCode.LeftControl))
         {
             transform.Translate(0, -5f * Time.deltaTime, 0);
         }
         if (durmak == true)
         {
             yorgunluk -= 5f * Time.deltaTime;
             anim.SetBool("attack_long_001", false);
             anim.SetBool("attack_short_001", false);
             anim.SetBool("move_forward", false);
             anim.SetBool("move_forward_fast", false);
             anim.SetBool("idle_normal", true);
         }
         if (Input.GetKey(KeyCode.A))
         {
             //transform.Rotate (0, -2.5f, 0);
             zaman -= 75f * Time.deltaTime * 4f;
             anim.SetBool("attack_long_001", false);
             anim.SetBool("move_forward", true);
             anim.SetBool("idle_normal", false);
             anim.SetBool("attack_short_001", false);
             anim.SetBool("move_forward_fast", false);
             uzunsaldırı = false;
             saldırı = false;
             hareket = true;
             hızlıhareket = false;
             durmak = false;
             dc = false;
             transform.Translate(-1 * Time.deltaTime * hiz, 0, 0);
             print("at");
         }
         if (Input.GetKey(KeyCode.D))
         {
             //transform.Rotate (0, 2.5f, 0);
             zaman -= 75f * Time.deltaTime * 4f;
             anim.SetBool("move_forward", true);
             anim.SetBool("attack_long_001", false);
             anim.SetBool("idle_normal", false);
             anim.SetBool("attack_short_001", false);
             anim.SetBool("move_forward_fast", false);
             uzunsaldırı = false;
             saldırı = false;
             hareket = true;
             hızlıhareket = false;
             durmak = false;
             dc = false;
             transform.Translate(1 * Time.deltaTime * hiz, 0, 0);
             print("at");
         }
         if (Input.GetKey(KeyCode.W))
         {
             zaman -= 75f * Time.deltaTime * 4f;
             anim.SetBool("move_forward", true);
             anim.SetBool("attack_long_001", false);
             anim.SetBool("idle_normal", false);
             anim.SetBool("attack_short_001", false);
             anim.SetBool("move_forward_fast", false);
             uzunsaldırı = false;
             saldırı = false;
             hareket = true;
             hızlıhareket = false;
             durmak = false;
             dc = false;
             transform.Translate(0, 0, 1 * Time.deltaTime * hiz);
             print("at");
         }
         if (Input.GetKey(KeyCode.S))
         {
             zaman -= 75f * Time.deltaTime * 4f;
             anim.SetBool("move_forward", true);
             anim.SetBool("attack_long_001", false);
             anim.SetBool("idle_normal", false);
             anim.SetBool("attack_short_001", false);
             anim.SetBool("move_forward_fast", false);
             uzunsaldırı = false;
             saldırı = false;
             hareket = true;
             hızlıhareket = false;
             durmak = false;
             dc = false;
             transform.Translate(0, 0, -1 * Time.deltaTime * hiz);
             print("at");
         }
         if (Input.GetKey(KeyCode.RightArrow))
         {
             zaman -= 75f * Time.deltaTime * 4f;
             //transform.Rotate(0, 2.5f, 0);
             anim.SetBool("move_forward", true);
             anim.SetBool("attack_long_001", false);
             anim.SetBool("idle_normal", false);
             anim.SetBool("attack_short_001", false);
             anim.SetBool("move_forward_fast", false);
             uzunsaldırı = false;
             saldırı = false;
             hareket = true;
             hızlıhareket = false;
             durmak = false;
             dc = false;
             transform.Translate(1 * Time.deltaTime * hiz, 0, 0);
             print("at");
         }
         if (Input.GetKey(KeyCode.LeftArrow))
         {
             //transform.Rotate(0, -2.5f, 0);
             zaman -= 75f * Time.deltaTime * 4f;
             anim.SetBool("move_forward", true);
             anim.SetBool("attack_long_001", false);
             anim.SetBool("idle_normal", false);
             anim.SetBool("attack_short_001", false);
             anim.SetBool("move_forward_fast", false);
             uzunsaldırı = false;
             saldırı = false;
             hareket = true;
             hızlıhareket = false;
             durmak = false;
             dc = false;
             transform.Translate(-1 * Time.deltaTime * hiz, 0, 0);
             print("at");
         }
         if (Input.GetKey(KeyCode.UpArrow))
         {
             zaman -= 75f * Time.deltaTime * 4f;
             anim.SetBool("move_forward", true);
             anim.SetBool("attack_long_001", false);
             anim.SetBool("idle_normal", false);
             anim.SetBool("attack_short_001", false);
             anim.SetBool("move_forward_fast", false);
             uzunsaldırı = false;
             saldırı = false;
             hareket = true;
             hızlıhareket = false;
             durmak = false;
             dc = false;
             transform.Translate(0, 0, 1 * Time.deltaTime * hiz);
             print("at");
         }
         if (Input.GetKey(KeyCode.DownArrow))
         {
             zaman -= 75f * Time.deltaTime * 4f;
             anim.SetBool("move_forward", true);
             anim.SetBool("attack_long_001", false);
             anim.SetBool("idle_normal", false);
             anim.SetBool("attack_short_001", false);
             anim.SetBool("move_forward_fast", false);
             uzunsaldırı = false;
             saldırı = false;
             hareket = true;
             hızlıhareket = false;
             durmak = false;
             dc = false;
             transform.Translate(0, 0, -1 * Time.deltaTime * hiz);
             print("at");
         }
         if (yorgunluk <= 0)
         {
             yorgunluk = 0;
         }
         if (yorgunluk >= 0)
         {
             yorgunluk -= 2.5f * Time.deltaTime;
         }
         if (Input.GetKey(KeyCode.LeftShift))
         {
             zaman -= 75f * Time.deltaTime * 4f;
             uzunsaldırı = false;
             saldırı = false;
             hareket = false;
             hızlıhareket = true;
             durmak = false;
             dc = false;
             anim.SetBool("move_forward_fast", true);
             anim.SetBool("attack_long_001", false);
             anim.SetBool("move_forward", false);
             anim.SetBool("idle_normal", false);
             anim.SetBool("attack_short_001", false);
             yorgunluk += 10f * Time.deltaTime;
             hiz = 10f;
         }
         else
         {
             hiz = 7.5f;
         }
         if (yorgunluk >= 100)
         {
             yorgunluk = 100;
             hiz = 7.5f;
             if (hızlıhareket == true)
             {
                 if (hareket == true)
                 {
                     anim.SetBool("move_forward_fast", false);
                     anim.SetBool("move_forward", true);
                 }
             }
         }
         //aclik -= 0.67f * Time.deltaTime;
         if (can >= 100)
         {
             can = 100;
         }
         if (can <= 0)
         {
             //Respawn();
             //can -= Time.deltaTime * 5;
         }
         if (can > 0 && can <= 50)
         {
             can += Time.deltaTime * 1.1f;
         }
         if (can > 0 && can <= 100)
         {
             can += Time.deltaTime * 0.75f;
         }
         if (mana <= 50)
         {
             mana += Time.deltaTime * 1.1f;
         }
         if (mana <= 0)
         {
             mana = 0;
         }
         if (mana <= 100)
         {
             mana += Time.deltaTime * 0.75f;
         }
         cantext.text = "Health: " + can.ToString("f0");
         manatext.text = "Mana: " + mana.ToString("f0");
     }
     
     [PunRPC]
     private void SyncProfile(string p_username, int p_level, int p_xp)
     {
         playerProfile = new ProfileData(p_username, p_level, p_xp);
         playerUsername.text = playerProfile.username;
     }
 }
 
               }
Character Select:
using System.Collections; using System.Collections.Generic; using UnityEngine.SceneManagement; using UnityEngine; using Photon.Pun; using Photon.Realtime; using UnityEngine.UI;
namespace Com.Kawaiisun.SimpleHostile { public class Karakter_multi : MonoBehaviourPunCallbacks {
     public GameObject cn;
     public string isim;
     public string arcane;
     public string ıce;
     public string flame;
     public string elec;
     public string posion;
     public string divine;
     public GameObject seçili;
     public GameObject[] Wizards;
     public GameObject[] WizardsObj;
     public int wizsayi;
     // Start is called before the first frame update
     void Start()
     {
         WizardsObj[0].SetActive(true);
         WizardsObj[1].SetActive(true);
         WizardsObj[2].SetActive(true);
         WizardsObj[3].SetActive(true);
         WizardsObj[4].SetActive(true);
         WizardsObj[5].SetActive(true);
         seçili = WizardsObj[wizsayi];
         for (int i = 0; i < Wizards.Length; i++)
         {
             Wizards[i].SetActive(false);
         }
         Wizards[wizsayi].SetActive(true);
     }
     void Update()
     {
         
         DontDestroyOnLoad(cn);
         seçili = WizardsObj[wizsayi];
     }
     public void NextButton()
     {
         wizsayi++;
         Wizards[wizsayi - 1].SetActive(false);
         if (wizsayi > Wizards.Length - 1)
         {
             wizsayi = 0;
         }
         Wizards[wizsayi].SetActive(true);
     }
     public void PreButton()
     {
         wizsayi--;
         Wizards[wizsayi + 1].SetActive(false);
         if (wizsayi < 0)
         {
             wizsayi = 5;
         }
         if (wizsayi < 0)
         {
             Wizards[5].SetActive(true);
         }
         Wizards[wizsayi].SetActive(true);
     }
     public void ArcaneWizard()
     {
         //cn.SetActive(false);
         isim = arcane;
         seçili = WizardsObj[0];
         SceneManager.LoadScene("Menu");
     }
     public void ElecWizard()
     {
         //cn.SetActive(false);
         isim = elec;
         seçili = WizardsObj[4];
         SceneManager.LoadScene("Menu");
     }
     public void DivineWizard()
     {
         //cn.SetActive(false);
         isim = divine;
         seçili = WizardsObj[5];
         SceneManager.LoadScene("Menu");
     }
     public void PosionWizard()
     {
         //cn.SetActive(false);
         isim = posion;
         seçili = WizardsObj[3];
         SceneManager.LoadScene("Menu");
     }
     public void FlameWizard()
     {
         //cn.SetActive(false);
         isim = flame;
         seçili = WizardsObj[2];
         SceneManager.LoadScene("Menu");
     }
     public void İceWizard()
     {
         //cn.SetActive(false);
         isim = ıce;
         seçili = WizardsObj[1];
         SceneManager.LoadScene("Menu");
     }
 }
 
 
               }
Spells:
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using Photon.Pun;
namespace Com.Kawaiisun.SimpleHostile { public class Multi_Attack : MonoBehaviourPunCallbacks { PhotonView pw; public float abc=10; Multi_vur vur; private bool OnTarget = false; private float startDelay = 0; private float startTime = 0; public Transform Shooter; public float speed = 10; public AnimationCurve Ease; // Start is called before the first frame update void Start() { abc = 10; vur = GetComponent(); } void OnTriggerEnter(Collider col) { if (col.tag == "") { Destroy(this.gameObject); }
     }
     // Update is called once per frame
     void Update()
     {
         if (!pw.IsMine) return;
     }
     [PunRPC]
     
     void OnEnable()
     {
         OnTarget = false;
         startDelay = GetComponent<ParticleSystem>().main.startDelay.constant;
         StartCoroutine(shootParticle());
     }
     void LateUpdate()
     {
         if (!OnTarget)
         {
             transform.position = Shooter.position;
         }
         else
         {
             transform.position = Vector3.MoveTowards(transform.position, vur.closestEnenmy.position, Ease.Evaluate(startTime));
             startTime += Time.deltaTime * speed;
         }
     }
     IEnumerator shootParticle()
     {
         yield return new WaitForSeconds(startDelay);
         OnTarget = true;
         startTime = 0;
     }
     void OnParticleCollision(GameObject other)
     {
         GetComponent<ParticleSystem>().Stop(true);
         Debug.Log("particleCol");
     }
     public void StopUsAll()
     {
         GetComponent<ParticleSystem>().Stop(true);
         Debug.Log("particleCol");
     }
 }
 
               }
using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Realtime; using Photon.Pun;
namespace Com.Kawaiisun.SimpleHostile {
 public class Multi_Büyü : MonoBehaviourPunCallbacks
 {
     public PhotonView pw;
     multiplayerc em;
     Multi_vur vur;
     Multi_Attack atc;
     public int attackdamage;
     void Start()
     {
         atc = GetComponent<Multi_Attack>();
         vur = GetComponent<Multi_vur>();
         //em = GetComponent<EnemyHealth>();
         em = vur.closestEnenmy.GetComponent<multiplayerc>();
     }
     // Update is called once per frame
     void Update()
     {
         if (!pw.IsMine) return;
     }
     void OnTriggerEnter(Collider Player)
     {
         Player.gameObject.GetComponent<multiplayerc>().TakeDamage(attackdamage,0);
     }
 }
 
               }
using System.Collections; using System.Collections.Generic; using Photon.Realtime; using Photon.Pun; using UnityEngine;
namespace Com.Kawaiisun.SimpleHostile { public class Multi_vur : MonoBehaviourPunCallbacks { public PhotonView pw; public GameObject[] multipleEnemys; public Transform closestEnenmy; public bool enemyContact; public float hiz = 15;
     public void Update()
     {
         if (!pw.IsMine) return;
         transform.LookAt(closestEnenmy);
         transform.position += transform.forward * hiz * Time.deltaTime;
         closestEnenmy = GetClotestEnemy();
         //closestEnenmy.gameObject.GetComponent<SpriteRenderer>().material.color = new Color(1, 0.7f, 0.1f);
     }
     public void Start()
     {
     }
     public Transform GetClotestEnemy()
     {
         multipleEnemys = GameObject.FindGameObjectsWithTag("Player");
         float closestDistance = Mathf.Infinity;
         Transform trans = null;
         foreach (GameObject go in multipleEnemys)
         {
             float currentDistance;
             currentDistance = Vector3.Distance(transform.position, go.transform.position);
             if (currentDistance < closestDistance)
             {
                 closestDistance = currentDistance;
                 trans = go.transform;
             }
         }
         return trans;
     }
 }
 
               }
using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun;
namespace Com.Kawaiisun.SimpleHostile { public class Multi_sağlık : MonoBehaviourPunCallbacks { public PhotonView pw; multiplayerc em; Multi_vur vur; Multi_Attack atc; public int attackdamage;
     void Start()
     {
         atc = GetComponent<Multi_Attack>();
         vur = GetComponent<Multi_vur>();
         //em = GetComponent<EnemyHealth>();
         em = vur.closestEnenmy.GetComponent<multiplayerc>();
     }
     // Update is called once per frame
     void Update()
     {
         if (!pw.IsMine) return;
     }
     void OnTriggerEnter(Collider Player)
     {
         Player.gameObject.GetComponent<multiplayerc>().TakeDamage(-attackdamage, 0);
     }
 }
 
               }
Spell controller:
using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Realtime; using Photon.Pun;
namespace Com.Kawaiisun.SimpleHostile { public class Multi_Kontrol_1 : MonoBehaviourPunCallbacks { public PhotonView pw; public multiplayerc pc;
     // Start is called before the first frame update
     void Start()
     {
         pc = GetComponent<multiplayerc>();
     }
     void Update()
     {
         if (!pw.IsMine) return;
         if (pc.mana >= 10)
         {
             if (Input.GetKeyDown(KeyCode.Alpha0))
             {
                 Instantiate(pc.sp0, pc.spawnPoskalkan.position, pc.spawnPoskalkan.rotation);
                 pc.mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Alpha1))
             {
                 Instantiate(pc.sp1, pc.spawnPosportal1.position, pc.spawnPosportal1.rotation);
                 pc.mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Keypad0))
             {
                 Instantiate(pc.sp0, pc.spawnPoskalkan.position, pc.spawnPoskalkan.rotation);
                 pc.mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Keypad1))
             {
                 Instantiate(pc.sp1, pc.spawnPosportal1.position, pc.spawnPosportal1.rotation);
                 pc.mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Keypad8))
             {
                 Instantiate(pc.sp8, pc.spawnPos.position, pc.spawnPos.rotation);
                 pc.mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Keypad9))
             {
                 Instantiate(pc.sp9, pc.spawnPos.position, pc.spawnPos.rotation);
                 pc.mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Alpha8))
             {
                 Instantiate(pc.sp8, pc.spawnPos.position, pc.spawnPos.rotation);
                 pc.mana -= 10;
             }
             if (Input.GetKeyDown(KeyCode.Alpha9))
             {
                 Instantiate(pc.sp9, pc.spawnPos.position, pc.spawnPos.rotation);
                 pc.mana -= 10;
             }
         }
     }
 }
 
               }
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