void SendLastTurnDataRPC(Vector2[] movements, int ballId) { if (movements == null) { return; } Player player = PlayerManager.Instance.GetPlayer(ActualTurn); if (player == null) { } RemotePlayer remotePlayer = player as RemotePlayer; if (remotePlayer == null) { remotePlayer = PlayerManager.Instance.GetPlayer(NotActualTurn) as RemotePlayer; if (remotePlayer == null) { } } remotePlayer.SetLastMovements(movements, ballId); if (movements.Length > 1) { StartCoroutine(MoveCoroutine(movements)); } else if (movements.Length > 0) { Phase1Move(movements[0], ballId); } }