void SetGameSequence_RPC(int _CurrentSequence) { m_SequenceProgress[(int)m_GameSequence] = true; m_GameSequence = (E_GAMESEQUENCE)(_CurrentSequence + 1); m_UpdateSequence = false; GameSequenceEvent(); }
void SetGameSequence(E_GAMESEQUENCE _CurrentSequence) { if (PhotonNetwork.IsMasterClient) { m_PhotonView.RPC("SetGameSequence_RPC", RpcTarget.AllViaServer, (int)_CurrentSequence); } }