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); }