Controlling wrong character

Hi I made this script in unity and when I test it out, I am always controlling the other player. Please help, I'm pretty new. Thanks.


using UnityEngine;

using Photon.Pun;


[RequireComponent(typeof(CharacterController))]


public class SC_CharacterControllerMultiplayer : MonoBehaviour

{

  public float speed = 7.5f;

  public float jumpSpeed = 8.0f;

  public float gravity = 20.0f;

  public Camera playerCamera;

  public float lookSpeed = 2.0f;

  public float lookXLimit = 45.0f;


  PhotonView view;




  CharacterController characterController;

  [HideInInspector]

  public Vector3 moveDirection = Vector3.zero;

  Vector2 rotation = Vector2.zero;


  [HideInInspector]

  public bool canMove = true;


  void Start()

  {

    view = GetComponent<PhotonView>();

    Cursor.lockState = CursorLockMode.Locked;

    Cursor.visible = false;

    characterController = GetComponent<CharacterController>();

    rotation.y = transform.eulerAngles.y;

  }


  private void Awake()

  {


  }


  void Update()

  {

     

    if(view.IsMine)

    {

      if (characterController.isGrounded)

      {

        // We are grounded, so recalculate move direction based on axes

        Vector3 forward = transform.TransformDirection(Vector3.forward);

        Vector3 right = transform.TransformDirection(Vector3.right);

        float curSpeedX = canMove ? speed * Input.GetAxis("Vertical") : 0;

        float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;

        moveDirection = (forward * curSpeedX) + (right * curSpeedY);


        if (Input.GetButton("Jump") && canMove)

        {

          moveDirection.y = jumpSpeed;

        }

      }


      // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below

      // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied

      // as an acceleration (ms^-2)

      moveDirection.y -= gravity * Time.deltaTime;


      // Move the controller

      characterController.Move(moveDirection * Time.deltaTime);

    }


     



    // Player and Camera rotation

    if (canMove)

    {

      rotation.y += Input.GetAxis("Mouse X") * lookSpeed;

      rotation.x += -Input.GetAxis("Mouse Y") * lookSpeed;

      rotation.x = Mathf.Clamp(rotation.x, -lookXLimit, lookXLimit);

      playerCamera.transform.localRotation = Quaternion.Euler(rotation.x, 0, 0);

      transform.eulerAngles = new Vector2(0, rotation.y);

    }

  }

}