// ------------------------------------------------------------------------------------------------------------------- private bool HandleOneOfMyCommands() { // Check for an empty queue if (m_commandQueueMine.Count == 0) { new GeneralCommands.EmptyCommand(); // This will add an empty command to the queue } Command command = m_commandQueueMine.Dequeue(); m_pendingCommands.AddCommand(command, PhotonNetwork.player.ID, m_lockStepTurnId, m_lockStepTurnId); m_confirmedCommands.AddCommand(PhotonNetwork.player, m_lockStepTurnId, m_lockStepTurnId); // confirm our own action //send action to all other players logger.Debug("Sent " + (command.GetType().Name) + " command for turn " + m_lockStepTurnId); m_nv.RPC("RecieveCommand", PhotonTargets.Others, m_lockStepTurnId, PhotonNetwork.player.ID, command.objectNameToCommand, command.Serialize()); return(true); }