How to all players can destroy object?

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using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using Photon.Pun;


  public class PhotonSerialize : MonoBehaviourPunCallbacks


  {

  public Camera mycam;

  public GameObject myPrefab;

  Vector3 spawnposition;

  

    public PhotonView pv;

  public PhotonView pvController;

  public GameObject ManagerBricks;

  public MasterInstantiate mstInstan;

    // public MapController mapCtrl;

     public GameObject MaSterObj;

  int viewID;

    // Start is called before the first frame update




    void Start()

    {




  }

  // Update is called once per frame

  void Update()

  {


    MaSterObj = GameObject.Find("MapControl");

    mstInstan = MaSterObj.GetComponent<MasterInstantiate>();



    if (Input.GetMouseButtonDown(0))

    {

      if (pv.IsMine)

      {

        // mapCtrl.CameraPlayer = mycam;      

        //Chunky();

        mstInstan.currentCamera = mycam;


        Ray ray;

        RaycastHit hit;

        ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        if (Physics.Raycast(ray, out hit, 100.0f))

        {

          if (hit.collider.tag == "Voxel")

          {

             spawnposition = new Vector3(Mathf.RoundToInt(hit.point.x + hit.normal.x / 2), Mathf.RoundToInt(hit.point.y + hit.normal.y / 2), Mathf.RoundToInt(hit.point.z + hit.normal.z / 2));

            pv.RPC("BuildThis", RpcTarget.All);

         

          }

          else if (hit.collider.tag == "Ground")

          {

             spawnposition = new Vector3(Mathf.RoundToInt(hit.point.x + hit.normal.x / 2), Mathf.RoundToInt(hit.point.y + hit.normal.y / 2), Mathf.RoundToInt(hit.point.z + hit.normal.z / 2));

            pv.RPC("BuildThis", RpcTarget.All);

            

          }


        }

      }

    }


    if (Input.GetMouseButtonDown(1))

    {

      if (pv.IsMine)

      {

        //estroyOb();         

        mstInstan.currentCamera = mycam;


        Ray ray;

        RaycastHit hit;

        ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        if (Physics.Raycast(ray, out hit, 100.0f))

        {

          if (hit.collider.tag == "Voxel")

          {

            //mstInstan.spawnpositionMi = spawnposition;

            // pvController.RPC("DestroyThis", RpcTarget.All);

            // viewID = hit.collider.GetComponent<PhotonView>().ViewID;

            // pv.RPC("DestroyThis", RpcTarget.MasterClient, viewID);


            PhotonNetwork.Destroy(hit.transform.gameObject);

          }

        }

      }


    }

  }

  [PunRPC]

  public void BuildThis()

  {

    PhotonNetwork.Instantiate(myPrefab.name, spawnposition, Quaternion.identity);

  }

  [PunRPC]

  public void DestroyThis()

  {

    PhotonNetwork.Destroy(PhotonView.Find(viewID).gameObject);

  }

}

Well, the one who built it can break his object and the rest can't