protected void ActivateDeath(AIActor randomActiveEnemy)
 {
     if (randomActiveEnemy && randomActiveEnemy.behaviorSpeculator)
     {
         randomActiveEnemy.PlayEffectOnActor(ResourceCache.Acquire("Global VFX/VFX_Curse") as GameObject, Vector3.zero, false, false, false);
         SpawnEnemyOnDeath component = randomActiveEnemy.GetComponent <SpawnEnemyOnDeath>();
         if (component)
         {
             UnityEngine.Object.Destroy(component);
         }
         randomActiveEnemy.healthHaver.minimumHealth = 0f;
         randomActiveEnemy.healthHaver.ApplyDamage(10000f, Vector2.zero, "Cursed", CoreDamageTypes.None, DamageCategory.Unstoppable, true, null, false);
     }
 }
        private void KillAllEnemies()
        {
            RoomHandler currentRoom = GameManager.Instance.BestActivePlayer.CurrentRoom;

            currentRoom.ClearReinforcementLayers();
            List <AIActor> activeEnemies = currentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All);

            if (activeEnemies != null)
            {
                List <AIActor> list = new List <AIActor>(activeEnemies);
                for (int i = 0; i < list.Count; i++)
                {
                    AIActor aiactor = list[i];
                    {
                        if (!aiactor.healthHaver.IsBoss)
                        {
                            GameManager.Instance.Dungeon.StartCoroutine(this.HandleEnemyDeath(aiactor));
                            SpawnEnemyOnDeath component = aiactor.GetComponent <SpawnEnemyOnDeath>();
                            if (component)
                            {
                                UnityEngine.Object.Destroy(component);
                            }

                            aiactor.healthHaver.minimumHealth = 0f;
                            aiactor.healthHaver.ApplyDamage(10000f, Vector2.zero, "Infinity Guontlet", CoreDamageTypes.None, DamageCategory.Unstoppable, true, null, false);
                        }

                        if (aiactor.healthHaver.IsBoss)
                        {
                            float maxhealth = aiactor.healthHaver.GetCurrentHealth();
                            aiactor.healthHaver.ApplyDamage(maxhealth / 2, Vector2.zero, "Infinity Guontlet", CoreDamageTypes.None, DamageCategory.Unstoppable, true, null, false);
                        }
                    }
                }
            }
        }