Need help C# -- yield, destroy

I need help to destroy object, but allow to work scoresCalculation() correctly…
Now - Destroy (gameObject); - at the end of chack.cs script… detroy ealier that it should… best way will be move Destroy to the end of clickdetecting.cs, but the problem, that chack.cs and clickdetecting.cs added to different objects and chack.cs is added to clone of prefab object… and it more then one object…

script clickdetecting.cs :

public IEnumerator scoresCalculation ()
{
	
	yield return new WaitForSeconds(0.2f);	

	Debug.Log("TEST");
	if(destroyed == 3)
	{//if we destroyed 3 ball
		GameObject score1=(GameObject)Instantiate(scoreParticle, obj - new Vector3(0,0,0.3f), Quaternion.identity); //instantiate scoreParticle
		score1.renderer.material=score30; //give material to scoreParticle
		score1.renderer.material.color = color;//give ball's color to scoreParticle
		//scoreText.text=""+(int.Parse(scoreText.text)+30); //plus 30 to score text 
		container.GetComponent<instantiate>().score=""+(int.Parse(container.GetComponent<instantiate>().score)+30); //plus 30 to score text 
	}
	//below this is everything same logic
	if(destroyed == 4)
	{
		GameObject score2=(GameObject)Instantiate(scoreParticle, obj - new Vector3(0,0,0.3f), Quaternion.identity);
		score2.renderer.material=score50;
		score2.renderer.material.color = color;
		//scoreText.text=""+(int.Parse(scoreText.text)+50);
		container.GetComponent<instantiate>().score=""+(int.Parse(container.GetComponent<instantiate>().score)+50);

	}
    print("destroyed "+destroyed);
	destroyed=0;

}

other script chack.cs where score calculation called:

using UnityEngine;
using System.Collections;

public class chack : MonoBehaviour
{

//this script is attached every ball and it must be disabled, clickdetecting script will enable this
    public GameObject particle;
    private bool  count = true;
	private int   count1 =0;
	private int   count2 =0;

    public void Start ()
    {
		
       GameObject container = GameObject.Find ("Container"); //container which contains ball's objects
       rigidbody.position = new Vector3 (rigidbody.position.x, rigidbody.position.y, 0);
       Vector3 myPos = transform.position; 

       foreach (Transform child in container.transform) { //check if there is same tagged ball near this ball  
         
		 Transform t = child.transform; 
         t.position = new Vector3 (t.position.x, t.position.y, 0);

         myPos = new Vector3 (myPos.x, myPos.y, 0);
			
         var distance = (t.position - myPos).sqrMagnitude;     

		
         if (distance > 0.0001f && distance < 0.1f && gameObject.tag == child.gameObject.tag) 
		  { //if distance is less then 0.1f between same balls
		  count1++;
		  //Debug.Log("distance = "+distance);
		  //Debug.Log ("clickdetecting.destroyed = "+clickdetecting.destroyed+" count "+count);
          child.gameObject.GetComponent<chack>().enabled = true; //enable same ball's "chack" script
		  Color[] modifiedColors = particle.GetComponent<ParticleAnimator>().colorAnimation; //get particle color and modify it to match this ball's color
          modifiedColors [0] = renderer.material.color;
          modifiedColors [1] = renderer.material.color;
          modifiedColors [2] = renderer.material.color;
          modifiedColors [3] = renderer.material.color;
          modifiedColors [4] = renderer.material.color;
          particle.GetComponent<ParticleAnimator>().colorAnimation = modifiedColors; //give particle modified color
          var newParticle = Instantiate (particle, transform.position, transform.rotation); //instantiate particle		
		  
				
		if (count) {
			clickdetecting.destroyed++;
          	//if (Time.timeScale != 0 && count1==count2) 
			if (Time.timeScale != 0) 
			{
                StartCoroutine(Camera.main.GetComponent<clickdetecting>().scoresCalculation ());//call clickdetecting script which is attached to main camera
            }
              count = false;
          }

          Destroy (gameObject); // Think that is problemed Destroy ....
         }
       }


    }

}

Ok so see this article. You are starting a coroutine on the local object then destroying it. You should start it on the Camera.main…