public void onPlayingEnded() //After one play End, (one Shoot) { if (Player.player_type == PLAYER_TYPE.MASTER || Player.player_type == PLAYER_TYPE.AI || Player.player_type == PLAYER_TYPE.STANDALONE) { Player.Should_change(myBuffer); //check all in here. if (Player.win != 0) //Game End (Win or Lose) { GamePlayUI.instance.GameEnd(); } if (Player.IsNet()) { GetComponent <PhotonView>().RPC("PlayingEndedRPC", PhotonTargets.OthersBuffered, myBuffer.GetCurrentFrame().GetString(), Player.turn_change, Player.ball_type.ToString(), Player.win, Player.foul); } } else if (Player.player_type == PLAYER_TYPE.SLAVE && is_ended) { // print ("Slave Play End"); EndPlaying(str_packet_temp, turn_change_temp, str_balltype_temp, win_or_lose_temp, foul_temp); } Player.shotpower_type = SHOTPOWER_TYPE.LITTLE; is_playing = false; cueController.clock_left = cueController.clock_right = Constant.play_time; //should be changed if (Player.player_type != PLAYER_TYPE.AI) { cueController.EnableBoosts(); } }