Photon 2 Enemy AI Doesn't move?

Hello Guys, I have a enemy AI Script that moves randomly on my 2D map. But When i tried to get my script adapted to photon i failed because none of the enemies moving. They just wait on the map. Because I am new to photon i couldnt understand where i did mistake. Could you guys help me please?
Thanks in advance…


Here is my Enemy AI Multi Script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
public class EnemyAI_Multi : MonoBehaviourPunCallbacks
{
    public float speed;
    private Transform moveSpots = null;
    private int randomSpot;
    private float waitTime;
    public float startWaitTime;
    public float direction;
    private EnemySpawner enemySpawner;
    private GameHandler gameHandler;
    public bool isScriptActive = true;
    private AudioSource audioSource;
    public float minX, maxX, minY, maxY;
    private PhotonView pW;
    

    private void Awake()
    {
        pW = GetComponent<PhotonView>();
        audioSource = GetComponent<AudioSource>();
        gameObject.GetComponent<EnemyAI_Multi>().enabled = true;
        enemySpawner = GameObject.Find("SpawnEnemy").GetComponent<EnemySpawner>();
        gameHandler = GameObject.Find("GameHandler").GetComponent<GameHandler>();
    }
    void Start()
    {

        waitTime = startWaitTime;
        pW.RPC("setPosition", RpcTarget.AllBuffered);
    }

    
    void Update()
    {

        pW.RPC("moveEnemy", RpcTarget.AllBuffered);
     

      
    }

    private void Flip(float direction)
    {
        Vector3 scale = transform.localScale;
        scale.x = direction;
        transform.localScale = scale;

    }

    
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (isScriptActive)
        {
            if (collision.gameObject.tag == "EnemyFish")
            {
                pW.RPC("setPosition", RpcTarget.AllBuffered);


            }
        }
     

        

        if (collision.gameObject.tag == ("FishPlayer") && transform.localScale.z < collision.gameObject.transform.localScale.z)
        {
            isScriptActive = false;
            
            audioSource.Play();
            gameObject.GetComponent<SpriteRenderer>().enabled = false;
            gameObject.GetComponent<Rigidbody2D>().gravityScale = 0.1f;
            gameObject.GetComponent<Animator>().enabled = false;
            gameObject.GetComponent<BoxCollider2D>().enabled = false;
            gameHandler.fishCounter += 1;
            enemySpawner.fishCount -= 1;
            Destroy(gameObject, 1f);

        }

    }
    private void OnCollisionStay2D(Collision2D collision)
    {
        if (isScriptActive)
        {
            if (collision.gameObject.tag == "EnemyFish")
            {
                pW.RPC("setPosition", RpcTarget.AllBuffered);


            }

            if (collision.gameObject.tag == "MapBorders")
            {
                pW.RPC("setPosition", RpcTarget.AllBuffered);

            }
        }

    }

    [PunRPC]
    private void moveEnemy()
    {

        if (isScriptActive)
        {
            pW.RPC("Move", RpcTarget.AllBuffered);


            if (Vector2.Distance(transform.position, moveSpots.position) < 0.2f)
            {
                if (waitTime <= 0)
                {
                    pW.RPC("setPosition", RpcTarget.AllBuffered);
                    waitTime = startWaitTime;
                }
                else
                {
                    waitTime -= Time.deltaTime;
                }
            }
            if (moveSpots.position.x < transform.position.x)
            {
                Flip(direction);

            }
            else if (moveSpots.position.x > transform.position.x)
            {

                Flip(-direction);
            }
        }

    }

    [PunRPC]
    private void setPosition()
    {
        moveSpots.position = new Vector2(Random.Range(minX, maxX), Random.Range(minY, maxY));
    }

    [PunRPC]
    private void Move()
    {

        transform.position = Vector2.MoveTowards(transform.position, moveSpots.position, speed * Time.deltaTime);

    }
}

Does anyone know the answer guys?