How do I add gun delay to this script

i have a gun script and i cant figure out how to add delay to it

using UnityEngine;
public class automaticsingleegun : MonoBehaviour
{
public float damage = 10f;
public float range = 100f;
public float ImpactForce = 30f;

private float timeStamp;
public Camera fpsCam;
public ParticleSystem MuzzleFlash;
public GameObject ImpactEffect;
// Update is called once per frame
void Update()
{
if (Input.GetButton(“Fire1”)
{
Shoot();
}
}
void Shoot()
{
MuzzleFlash.Play();
RaycastHit hit;
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
{
Debug.Log(hit.transform.name);
singleplayertarget attack = hit.transform.GetComponent();
if (attack != null)
{
attack.TakeDamage(damage);
}
if (hit.rigidbody != null)
{
hit.rigidbody.AddForce(-hit.normal * ImpactForce);
}
GameObject impactGO = Instantiate(ImpactEffect, hit.point, Quaternion.LookRotation(hit.normal));
Destroy(ImpactEffect, 5f);
}
}
}

pls help

srry code not in code tags here it is

using UnityEngine;

public class automaticsingleegun : MonoBehaviour
{
    public float damage = 10f;
    public float range = 100f;
    public float ImpactForce = 30f;
   
    private float timeStamp;

    public Camera fpsCam;
    public ParticleSystem MuzzleFlash;
    public GameObject ImpactEffect;

    // Update is called once per frame
    void Update()
    {
        if (Input.GetButton("Fire1")
        {
            Shoot();
        }
    }

    void Shoot()
    {
        MuzzleFlash.Play();

        RaycastHit hit;
        if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
        {
            Debug.Log(hit.transform.name);

            singleplayertarget attack = hit.transform.GetComponent<singleplayertarget>();
            if (attack != null)
            {
                attack.TakeDamage(damage);
            }

            if (hit.rigidbody != null)
            {
                hit.rigidbody.AddForce(-hit.normal * ImpactForce);
            }

            GameObject impactGO = Instantiate(ImpactEffect, hit.point, Quaternion.LookRotation(hit.normal));
            Destroy(ImpactEffect, 5f);
        }
    }
}[C#]