Coroutine in C#

I’m trying to achieve a delay between gunshots here’s my script:

using UnityEngine;
using System.Collections;

public class AIscript : MonoBehaviour {

IEnumerator reloadTimer()
	{
		yield return new WaitForSeconds(2);
	}
[COLOR="red"].....................................[/COLOR]
void FindPlayerInput ()
		{
if ((Input.GetMouseButtonDown (0))(shotGun))
			{
				HandleShotGun();
				
			}
}
[COLOR="red"]......................................[/COLOR]
void HandleShotGun ()
{			
			tempVector = Quaternion.AngleAxis(8f, Vector3.up) * inputRotation;
			tempVector = (transform.position + (tempVector.normalized * 0.8f));
			GameObject objCreatedSGBullet = (GameObject) 
			Instantiate(ptrScriptVariable.objShotGunBullet, tempVector, Quaternion.LookRotation(inputRotation) ); // create a bullet, and rotate it based on the vector inputRotation
			Physics.IgnoreCollision(objCreatedSGBullet.collider, collider);
			audio.PlayOneShot(shotgunSound);
			[COLOR="darkorange"]StartCoroutine(reloadTimer());[/COLOR]
			
[COLOR="red"]......................................[/COLOR]

but nothing happens… what i’m doing wrong?
p.s. in javascript it was much easier :frowning:

It works perfect at the moment. At the end of ‘HandleShotGun ()’ you start the timer, which just waits for two seconds. You probably want something like that (UNTESTED)!

public class AIscript : MonoBehaviour {

bool isReloading = false;

IEnumerator reloadTimer()
	{
		isReloading = true;
		yield return new WaitForSeconds(2);
		isReloading = false;
	}
.....................................
void FindPlayerInput ()
		{
if ((Input.GetMouseButtonDown (0))(shotGun)!isReloading)
			{
				HandleShotGun();
				
			}
}
......................................
void HandleShotGun ()
{			
			tempVector = Quaternion.AngleAxis(8f, Vector3.up) * inputRotation;
			tempVector = (transform.position + (tempVector.normalized * 0.8f));
			GameObject objCreatedSGBullet = (GameObject) 
			Instantiate(ptrScriptVariable.objShotGunBullet, tempVector, Quaternion.LookRotation(inputRotation) ); // create a bullet, and rotate it based on the vector inputRotation
			Physics.IgnoreCollision(objCreatedSGBullet.collider, collider);
			audio.PlayOneShot(shotgunSound);
			StartCoroutine(reloadTimer());
			
......................................

Thank U Dantus this is it!!!