private IEnumerator Explode() { yield return(new WaitForSeconds(1.0f)); isExploded = true; soundFX.BuildingExplode(); ExplosionPf.SetActive(true); foreach (var unit in victims) { if (unit != null) { unit.GetComponent <FighterController> ().life -= 100; if (unit.GetComponent <FighterController> ().life <= 0) { Vector3 pos = unit.transform.position; Instantiate(Vortex, new Vector3(pos.x, pos.y, explosionZ), Quaternion.identity); Instantiate(Grave, new Vector3(pos.x, pos.y, zeroZ), Quaternion.identity); Instantiate(Ghost, new Vector3(pos.x, pos.y, ghostZ), Quaternion.identity); ((Helios)helios).KillUnit(unit.GetComponent <FighterController> ().assignedToGroup, unit.GetComponent <Selector> ().index); unit.GetComponent <FighterController> ().Hit(); } } } victims.Clear(); //StartCoroutine ("DestroySelf"); }