/// <summary>
    /// Fills ReadyToPop with all touching orbs of type colo. all orbs already marked popping will be ignored.
    /// XXX consider refactoring to remove ReadyToPop and replace it with a private var at class level.
    /// </summary>
    /// <param name="ReadyToPop">Where all touching orbs that are the same type as color will be stored</param>
    /// <param name="curOrb">The current orb to evaluate</param>
    /// <param name="color">the color of orbs we are looking for</param>
    /// <returns></returns>
    public bool EvaluateOrb(Queue <GameObject> ReadyToPop, Orb curOrb, OrbType color)
    {
        Debug.Log("orb " + curOrb.gameObject.name + " is attempting a pop check");
        if (color == curOrb.orbScript.orbType && curOrb.curState != Orb.OrbState.Evaluating && curOrb.curState != Orb.OrbState.Falling)
        {
            Debug.Log("orb " + curOrb.gameObject.name + "has passed the pop check ");

            ReadyToPop.Enqueue(curOrb.gameObject);
            curOrb.curState = Orb.OrbState.Evaluating;


            Vector2 temp = curOrb.GetRelPos();


            LinkedListNode <GameObject> node = Cols[(int)temp.x].First;


            for (int i = 0; i < (int)temp.y; i++)
            {
                node = node.Next;
            }
            if ((int)temp.y < (Cols[(int)temp.x].Count - 1))
            {
                Debug.Log("orb " + curOrb.gameObject.name + " is pop checking down");
                EvaluateOrb(ReadyToPop, node.Next.Value.GetComponent <Orb>(), color);
            }
            if ((int)temp.y > 0)
            {
                Debug.Log("orb " + curOrb.gameObject.name + " is pop checking up");
                EvaluateOrb(ReadyToPop, node.Previous.Value.GetComponent <Orb>(), color);
            }
            if ((int)temp.x < 6 && Cols[(int)temp.x + 1].Count > (int)temp.y)
            {
                Debug.Log("orb " + curOrb.gameObject.name + " is pop checking right");
                node = Cols[(int)temp.x + 1].First;
                for (int i = 0; i < (int)temp.y; i++)
                {
                    node = node.Next;
                }
                EvaluateOrb(ReadyToPop, node.Value.GetComponent <Orb>(), color);
            }
            if ((int)temp.x >= 1 && Cols[(int)temp.x - 1].Count > (int)temp.y)
            {
                Debug.Log("orb " + curOrb.gameObject.name + " is pop checking left");
                node = Cols[(int)temp.x - 1].First;
                for (int i = 0; i < (int)temp.y; i++)
                {
                    node = node.Next;
                }
                EvaluateOrb(ReadyToPop, node.Value.GetComponent <Orb>(), color);
            }
        }
        return(false);
    }