The cost of executing the actions is the same in both, but in the second example you pay the cost of the loop twice. As well as the setup and teardown, the loop will also do the following for each iteration:
- check if loop finished
- start of block work
- actual actions
- end of block work
The work your actions are doing is the same, so you can ignore that, but the steps in bold are now being done twice per item.
Now realistically this overhead is fairly minimal, unless you are frequently doing this in your game and the loop is long you are unlikely to notice any difference. I would opt to use whichever is clearer to you, or keeps your game logic simpler. It's worth considering the performance implications of your events, but you should also consider the flexibility and maintainability of your logic. You can always make it less flexible later to improve performance if this particular part proves to be too slow.