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();
 }