Get Damage RPC

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Hi to all, I have strange problem: how to write RPC method for taking damage ""
I have Class Stats, where are exists params., specifically Health
this RPC should give damage for 1 player, but (I think) that I taking damage for all
(I can't find for to take to RPC GO or transform) PhotonMessageInfo??

First of all, bullet work normally
c#

//THIS for bullet
void OnCollisionEnter2D(Collision2D coll)
{
//Debug.Log("Bullet in collider wo master");

if (coll.gameObject.tag == "Player")
{
Debug.Log("Bullet in collider Name of GO:"+ coll.gameObject.transform.Find("Nickname").GetComponent().text);
coll.gameObject.GetComponent().GetDamageRPC(10, coll.gameObject.transform.Find("Nickname").GetComponent().text);// TODO Damage Owner.GetComponent().GetStats().GetFA()
PhotonView.Destroy(gameObject);

}
}
//this RPC executed before
[PunRPC]
public void GetDamageRPC(int damage, string Name)
{
PlayerStats.GetDamage(damage, Name);
}

// This method execute in RPC for all players
public void GetDamage(int damage, string Name)
{
if (Health <= damage)
{
Debug.Log("Player die " + damage + " HP:" + Health);
Health = 0;
Debug.Log("Bar set new value: " + Health + " " + MaxHealth);
if (Name == GameObject.Find("PlayerInfo").GetComponent<PlayerInfo>().GetNickName())
{
GameObject.Find("HealthBar").GetComponent().SetNewValue((float)Health / MaxHealth);
}
GameObject.Find("PlayerInfo").GetComponent().Dead();
}
else
{
Debug.Log("Player get damage " + damage + " HP:" + Health);
Health -= damage;
Debug.Log("Bar set new value: " + Health + " " + MaxHealth);
if (Name == GameObject.Find("PlayerInfo").GetComponent().GetNickName())
{
GameObject.Find("HealthBar").GetComponent().SetNewValue((float)Health / MaxHealth);
}
}
}

I know that this method taking Stats of his GO , but I don't know how to take GO of Player, who should take damage
P.S. sorry for my eng