private void AfterActionUpdate() { foreach (Player player in players) { if (player.Status == PlayerStatus.Playing && DefeatCondition(this, player)) { player.Defeat(false); } } for (int i = 0; i < Actors.Count; i++) { if (!Actors[i].IsAlive) { Actors[i].TempTile.RemoveTempObject(); DeletedActors.Add(Actors[i]); Actors.RemoveAt(i); i--; } } for (int i = 0; i < Decorations.Count; i++) { if (!Decorations[i].IsAlive) { Decorations[i].TempTile.RemoveTempObject(); DeletedDecorations.Add(Decorations[i]); Decorations.RemoveAt(i); i--; } } for (int i = 0; i < SpecEffects.Count; i++) { if (!SpecEffects[i].IsAlive) { DeletedEffects.Add(SpecEffects[i]); SpecEffects.RemoveAt(i); i--; } } }