// Update is called once per frame
    void Update()
    {
        if (Input.GetKey(KeyCode.Space))
        {
            Vector2 mousePosition = cam.ScreenToWorldPoint(Input.mousePosition);

            //we want to only apply force if one active tentacle is out
            List <Vector2> activeTentacles = getActiveTentaclesExtendedPositions();

            GameObject closestBlob = findClosestBlob(mousePosition);

            if (closestBlob == null)
            {
                return;
            }
            primaryBlob = closestBlob;
            List <Vector2> rays = collectAllRaysByBlob(closestBlob, mousePosition, 100);
            if (rays.Count > 0 && activeTentacles.Count > 0)
            {
                cam.GetComponent <CameraController>().blob = closestBlob;
                ClosestVector closestVector = findClosestPoint(rays, mousePosition, true);
                Vector2       closestPoint  = new Vector2(closestVector.x, closestVector.y);

                List <GameObject> lineOfSightBlobs = subBlobs.Where(x => doesBlobHaveLineOfSight(x, closestPoint)).ToList <GameObject>();
                applyForcesOnBlobs(closestBlob, lineOfSightBlobs, closestPoint);
            }

            //we need to make sure any blobs wont be cast if no space is available.

            //List<GameObject> otherBlobs = subBlobs.Where(x => !x.Equals(closestBlob) && doesBlobHaveLineOfSight(x, closestPoint)).ToList<GameObject>();
            List <Vector2> raysForTentacles = collectAllRaysByBlob(closestBlob, mousePosition, 1);
            if (raysForTentacles.Count == 0)
            {
                return;
            }

            ClosestVector closestVectorForTentacles = findClosestPoint(raysForTentacles, mousePosition, false);
            if (closestVectorForTentacles.Found)
            {
                Vector2 closestPoint = new Vector2(closestVectorForTentacles.x, closestVectorForTentacles.y);
                closestBlob.GetComponent <Blob>().attach(closestPoint, maxSpeed);
            }
        }
    }
    ClosestVector findClosestPoint(List <Vector2> rays, Vector2 mousePosition, bool ignoreTentacleLocation)
    {
        Vector2        closestRay      = new Vector2(int.MaxValue, int.MaxValue);
        List <Vector2> activeTentacles = getActiveTentaclesExtendedPositions();
        ClosestVector  closest         = new ClosestVector(false);

        foreach (Vector2 ray in rays)
        {
            if (!ignoreTentacleLocation && isThisPointTooCloseToAllTentacles(activeTentacles, ray))
            {
                continue;
            }

            float currentClosestDistance = Vector2.Distance(closestRay, mousePosition);
            float proposedDistance       = Vector2.Distance(mousePosition, ray);

            if (proposedDistance < currentClosestDistance)
            {
                closestRay = ray;
                closest    = new ClosestVector(ray.x, ray.y);
            }
        }
        return(closest);
    }