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; }