Entering multiple variables into a function

I am making a multiplayergame and i want to record witch played dealt a certan blow of damage by entering the amount of damage and then the damagedealers name. But i dont know how to do it.
Heres my code:
using UnityEngine;
using System.Collections;

public class Explosion : Photon.MonoBehaviour {
	public float radius;
	public float power;
	public float damage;
	public float falloff;
	public class Damage {
	public float damage;
	public	PhotonPlayer pl;
	}

	// Update is called once per frame
	void Awake () {
		Vector3 explosionPos = transform.position;
		Collider[] colliders = Physics.OverlapSphere(explosionPos, radius);
		foreach (Collider hit in colliders) {
			if (hit && hit.rigidbody)
				hit.rigidbody.AddExplosionForce(power, explosionPos, radius, 3.0F);
			if (hit.gameObject.tag == "Player") {
				AcensionPlayermovement script = hit.gameObject.GetComponent<AcensionPlayermovement>();
				float distance = Vector3.Distance(hit.transform.position, transform.position);
				//Here i want to send the players name aswell
				script.ApplyDamage (damage - (distance /falloff+ distance));
			}
	}
}
}

and here:

    // and here i want to recive that players name	
    public void  ApplyDamage (float Damage){
    		print(Damage);
    		Currenthealth =Currenthealth - Damage;
    		return;
    	}

thanks in advance for your help!

you can pass multiple vars like this

script.ApplyDamage (damage - (distance /falloff+ distance),name);

public void  ApplyDamage (float Damage,String name){/*  */}

but i think a better approach can be this
you should give each player a script that has health variable on it and when a hit happens change its health value

   ////////player script
        public class playerstuff : MonoBehaviour {
            public float health;
            }
        //////////////explosion script
        
           if (hit.gameObject.tag == "Player") {
                  AcensionPlayermovement script = hit.gameObject.GetComponent<AcensionPlayermovement>();
             float distance = Vector3.Distance(hit.transform.position, transform.position);
                       
       hit.gameobject.GetComponent<playerStuff>().health-= damage - (distance /falloff+ distance);
                         
                    }