void Throw(float pow)
    {
        haveBall = false;
        audioSource.Play();
        Go = Instantiate(ball, transform.position, transform.rotation);
        Go.GetComponent <Rigidbody>().AddRelativeForce(Vector3.forward * force * pow, ForceMode.Impulse);
        StartCoroutine(AntiSoftLock());

        //if(stateMachine.currentState == null)
        //{
        //    stateMachine.ChangeState(states[0]);
        //}
        seek.GetBall(Go);
    }