Have a delay after each jump, so user cant spam jump

Hello, i was wondering how i could implement a sort of delay into my game so that after the user jumps, they cant immidiately jump straight after. My game is all in the air so i have no onGround or grounded function, and i just need to know how i would make it so that there is a delay in between jumps. I hope it make sense and thank you

My Code:

using UnityEngine;
using System.Collections;

public class NewJump : MonoBehaviour {

public int jumpHeight;
float jumpSpeed;
Vector3 velocity;

void Start(){

	jumpSpeed = Mathf.Sqrt(-2*Physics.gravity.y*jumpHeight) + 0.1f;
}

void Update(){
	if (Input.GetMouseButtonDown(0)){

		velocity = rigidbody.velocity;
		velocity.y = jumpSpeed;
		rigidbody.velocity = velocity;
	}
}

}

just set a Time.time to a bit in the future like this:

private float canJump = 0f;

// then in update

if (Input.GetMouseButtonDown(0) && Time.time > canJump){
 
    velocity = rigidbody.velocity;
    velocity.y = jumpSpeed;
    rigidbody.velocity = velocity;
    canJump = Time.time + 1.5f;    // whatever time a jump takes
}

or you can simply set a bool

private bool isJumping;

private void jump(){
  if(!isJumping){
     isJumping = true;
     //jump here
     //reset isJumping after 1.5 sec
     invoke("resetIsJumping", 1.5f);
  }
}

private void resetIsJumping(){
  isJumping=false;
}

I had used a “timer” to let the addforce work otherwise the character has no time to jump because update start every frame. (timer>5 works fine for me and the delay is 1 sec). This is my code:

private float jumpDelay=1f;
    public bool jumped;
    public int timer;

//bla bla bla

	void Start () {
        jumped = false;
   
        if (jumpDelay<=0)
        {
            jumpDelay = 1;
        }
    }

    private void Update()
    {
        if (grounded && Input.GetAxis("Jump") > 0 && !jumped)
        {
            grounded = false;
            myAnim.SetBool("isGrounded", grounded);
            myRB.AddForce(new Vector2(0, jumpHeight));
            timer += 1;
            if (timer > 5)
                StartCoroutine(SpamBlockco());
            else
                jumped = false;
        }
    }

    public IEnumerator SpamBlockco()
    {
        jumped = true;
            yield return new WaitForSeconds(jumpDelay);
        
        yield return null;
        jumped = false;
        timer = 0;
    }