context: using System.Collections.Generic;
  using UnityEngine;
  using System.Collections;
  using Hashtable = ExitGames.Client.Photon.Hashtable;
  
  
  /// <summary>
  /// Makes a scene object pickup-able. Needs a PhotonView which belongs to the scene.
  /// </summary>
  /// <remarks>Includes a OnPhotonSerializeView implementation that </remarks>
  [RequireComponent(typeof(PhotonView))]
  public class PickupItem : Photon.MonoBehaviour, IPunObservable
  {
      ///<summary>Enables you to define a timeout when the picked up item should re-spawn at the same place it was before.</summary>
      /// <remarks>
      /// Set in Inspector per GameObject! The value in code is just the default.
      ///
      /// If you don't want an item to respawn, set SecondsBeforeRespawn == 0.
      /// If an item does not respawn, it could be consumed or carried around and dropped somewhere else.
      ///
      /// A respawning item should stick to a fixed position. It should not be observed at all (in any PhotonView).
      /// It can only be consumed and can't be dropped somewhere else (cause that would double the item).
      ///
      /// This script uses PunRespawn() as RPC and as method that gets called by Invoke() after a timeout.
      /// No matter if the item respawns timed or by Drop, that method makes sure (temporary) owner and other status-values
      /// are being re-set.
      /// </remarks>
      public float SecondsBeforeRespawn = 2;
  
      /// <summary>The most likely trigger to pick up an item. Set in inspector!</summary>
      /// <remarks>Edit the collider and set collision masks to avoid pickups by random objects.</remarks>
      public bool PickupOnTrigger;
  
      /// <summary>If the pickup item is currently yours. Interesting in OnPickedUp(PickupItem item).</summary>
      public bool PickupIsMine;
  
      /// <summary>GameObject to send an event "OnPickedUp(PickupItem item)" to.</summary>
      /// <remarks>
      /// Implement OnPickedUp(PickupItem item) {} in some script on the linked game object.
      /// The item will be "this" and item.PickupIsMine will help you to find if this pickup was done by "this player".
      /// </remarks>
      public MonoBehaviour OnPickedUpCall;
  
  
      // these values are internally used. they are public for debugging only
  
      /// <summary>If this client sent a pickup. To avoid sending multiple pickup requests before reply is there.</summary>
      public bool SentPickup;
  
      /// <summary>Timestamp when to respawn the item (compared to PhotonNetwork.time). </summary>
      public double TimeOfRespawn;    // needed when we want to update new players when a PickupItem respawns
  
      /// <summary></summary>
      public int ViewID { get { return this.photonView.viewID; } }
  
      public static HashSet<PickupItem> DisabledPickupItems = new HashSet<PickupItem>();
  
  
      public void OnTriggerEnter(Collider other)
      {
          // we only call Pickup() if "our" character collides with this PickupItem.
          // note: if you "position" remote characters by setting their translation, triggers won't be hit.
  
          PhotonView otherpv = other.GetComponent<PhotonView>();
          if (this.PickupOnTrigger && otherpv != null && otherpv.isMine)
          {
              //Debug.Log("OnTriggerEnter() calls Pickup().");
              this.Pickup();
          }
      }
  
  
  
      public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
      {
          // read the description in SecondsBeforeRespawn
  
          if (stream.isWriting && SecondsBeforeRespawn <= 0)
          {
              stream.SendNext(this.gameObject.transform.position);
          }
          else
          {
              // this will directly apply the last received position for this PickupItem. No smoothing. Usually not needed though.
              Vector3 lastIncomingPos = (Vector3)stream.ReceiveNext();
              this.gameObject.transform.position = lastIncomingPos;
          }
      }
  
  
      public void Pickup()
      {
          if (this.SentPickup)
          {
              // skip sending more pickups until the original pickup-RPC got back to this client
              return;
          }
  
          this.SentPickup = true;
          this.photonView.RPC("PunPickup", PhotonTargets.AllViaServer);
      }
  
  
      /// <summary>Makes use of RPC PunRespawn to drop an item (sent through server for all).</summary>
      public void Drop()
      {
          if (this.PickupIsMine)
          {
              this.photonView.RPC("PunRespawn", PhotonTargets.AllViaServer);
          }
      }
  
      /// <summary>Makes use of RPC PunRespawn to drop an item (sent through server for all).</summary>
      public void Drop(Vector3 newPosition)
      {
          if (this.PickupIsMine)
          {
              this.photonView.RPC("PunRespawn", PhotonTargets.AllViaServer, newPosition);
          }
      }
  
  
      [PunRPC]
      public void PunPickup(PhotonMessageInfo msgInfo)
      {
          // when this client's RPC gets executed, this client no longer waits for a sent pickup and can try again
          if (msgInfo.sender.IsLocal) this.SentPickup = false;
  
  
          // In this solution, picked up items are disabled. They can't be picked up again this way, etc.
          // You could check "active" first, if you're not interested in failed pickup-attempts.
          if (!this.gameObject.GetActive())
          {
              // optional logging:
              Debug.Log("Ignored PU RPC, cause item is inactive. " + this.gameObject + " SecondsBeforeRespawn: " + SecondsBeforeRespawn + " TimeOfRespawn: " + this.TimeOfRespawn + " respawn in future: " + (TimeOfRespawn > PhotonNetwork.time));
              return;     // makes this RPC being ignored
          }
  
  
          // if the RPC isn't ignored by now, this is a successful pickup. this might be "my" pickup and we should do a callback
          this.PickupIsMine = msgInfo.sender.IsLocal;
  
          // call the method OnPickedUp(PickupItem item) if a GameObject was defined as callback target
          if (this.OnPickedUpCall != null)
          {
              // you could also skip callbacks for items that are not picked up by this client by using: if (this.PickupIsMine)
              this.OnPickedUpCall.SendMessage("OnPickedUp", this);
          }
  
  
          // setup a respawn (or none, if the item has to be dropped)
          if (SecondsBeforeRespawn <= 0)
          {
              this.PickedUp(0.0f);    // item doesn't auto-respawn. must be dropped
          }
          else
          {
              // how long it is until this item respanws, depends on the pickup time and the respawn time
              double timeSinceRpcCall = (PhotonNetwork.time - msgInfo.timestamp);
              double timeUntilRespawn = SecondsBeforeRespawn - timeSinceRpcCall;
  
              //Debug.Log("msg timestamp: " + msgInfo.timestamp + " time until respawn: " + timeUntilRespawn);
  
              if (timeUntilRespawn > 0)
              {
                  this.PickedUp((float)timeUntilRespawn);
              }
          }
      }
  
      internal void PickedUp(float timeUntilRespawn)
      {
          // this script simply disables the GO for a while until it respawns.
          this.gameObject.SetActive(false);
          PickupItem.DisabledPickupItems.Add(this);
          this.TimeOfRespawn = 0;
  
          if (timeUntilRespawn > 0)
          {
              this.TimeOfRespawn = PhotonNetwork.time + timeUntilRespawn;
              Invoke("PunRespawn", timeUntilRespawn);
          }
      }
  
  
      [PunRPC]
      internal void PunRespawn(Vector3 pos)
      {
          Debug.Log("PunRespawn with Position.");
          this.PunRespawn();
          this.gameObject.transform.position = pos;
      }
  
      [PunRPC]
      internal void PunRespawn()
      {
          #if DEBUG
          // debugging: in some cases, the respawn is "late". it's unclear why! just be aware of this.
          double timeDiffToRespawnTime = PhotonNetwork.time - this.TimeOfRespawn;
          if (timeDiffToRespawnTime > 0.1f) Debug.LogWarning("Spawn time is wrong by: " + timeDiffToRespawnTime + " (this is not an error. you just need to be aware of this.)");
          #endif
  
  
          // if this is called from another thread, we might want to do this in OnEnable() instead of here (depends on Invoke's implementation)
          PickupItem.DisabledPickupItems.Remove(this);
          this.TimeOfRespawn = 0;
          this.PickupIsMine = false;
  
  
gt:         if (this.gameObject != null)