private IEnumerator EndAndDamage(List <AIActor> actors, List <MajorBreakable> breakables, PlayerController user, Vector2 dashDirection, Vector2 startPosition, Vector2 endPosition)
        {
            yield return(new WaitForSeconds(this.finalDelay));

            Exploder.DoLinearPush(user.sprite.WorldCenter, startPosition, 13f, 5f);
            for (int i = 0; i < actors.Count; i++)
            {
                if (actors[i])
                {
                    actors[i].healthHaver.ApplyDamage(this.collisionDamage, dashDirection, "Katana", CoreDamageTypes.None, DamageCategory.Normal, false, null, false);
                }
            }
            for (int j = 0; j < breakables.Count; j++)
            {
                if (breakables[j])
                {
                    breakables[j].ApplyDamage(100f, dashDirection, false, false, false);
                }
            }
            yield break;
        }