//Creates a stronger attack when the end of a branch is reached.
    public void EndAttack()
    {
        List <DamageValues> dmgs   = new List <DamageValues>();
        SoldierEndAttack    attack = balanceController.GetEndAttack();

        if (grid.lastDirection == Constants.Direction.LEFT)
        {
            dmgs = battleController.enemyController.GetRandomEnemies(attack.hits, attack.value, true, true);
        }
        else if (grid.lastDirection == Constants.Direction.RIGHT)
        {
            dmgs = battleController.enemyController.GetRandomEnemies(attack.hits, attack.value, true, false);
        }

        foreach (DamageValues dv in dmgs)
        {
            Transform enemy = dv.entityHit;

            var shotTransform = Instantiate(lightningProjectile) as Transform;
            shotTransform.GetComponent <Projectile>().SetDamage(dv.GetDamage(), soldierAttack.value, 1);
            shotTransform.position = enemy.position;
        }
        if (dmgs.Count > 0)
        {
            currentSfx.value.Enqueue(specialActivationSound.clip);
            playSfxEvent.Invoke();
        }
    }