Is there a way to add a delay before running next lines?

void Update()     
{  
if (AbilityReady == true && GameOver.GameEnded == false && Input.GetKeyDown(KeyCode.Space) && Input.GetKey(KeyCode.A))
{
            Trail.Play();
            //HERE DELAY
            transform.Translate(-3, 0, 0);
            AbilityCurrentCooldown = AbilityCooldown;
            Charging = AbilityCooldown;
            ArrowToCharge = 3;
            AbilityReady = false;
            TopImageC.SetActive(false);
            MiddleImageC.SetActive(false);
            BottomImageC.SetActive(false);
            TopImageUC.SetActive(true);
            MiddleImageUC.SetActive(true);
            BottomImageUC.SetActive(true);
}
}

I want to make some sort of dash particles when the player presses space while holding a. But i need the trail to start, then wait ~0.05 seconds before teleporting, so the trail has time to play.
Please explain clear, i just started.

You can’t pause in the middle of the Update function, but you could start a coroutine to do the stuff that you want to do after a delay. Coroutines can pause.

Alternately, you could use some combination of variables and IF statement inside of Update to detect when a certain amount of time has passed, and do your thing then. For instance, you could do something along the lines of:

void Update()
{
    if (player pressed the button)
    {
        chargingAbility = true;
        timeAbilityStarted = Time.time;
        // start animation
    }
    if (chargingAbility && Time.time > timeAbilityStarted + abilityChargeLength)
    {
        chargingAbility = false;
        // Do the next thing
    }
}

Think carefully about what stuff to do at what times, though. For instance, you probably want to immediately set AbilityReady = false…otherwise, the player could start using it a second time during the waiting period for the first time!