private void evaluateOrbs() { Debug.unityLogger.Log("Orb Eval", "Starting"); foreach (LinkedList <GameObject> Col in Cols) { foreach (GameObject orb in Col) { Orb temp = orb.GetComponent <Orb>(); if (temp.curState == Orb.OrbState.Evaluating) { if (VertThree(temp, temp.GetOrbType())) { Debug.unityLogger.Log("Orb Eval", temp.name + " is being set ToPop"); EvaluateOrbWoQue(temp, temp.GetOrbType(), Orb.OrbState.ToPop); } else { Debug.unityLogger.Log("Orb Eval", temp.name + " is being set Resting"); temp.curState = Orb.OrbState.Resting; } } } } Debug.unityLogger.Log("Orb Eval", "Ending"); startPopingOrbs(); }