Jimmy vegas fps tutorial converting to c#

Hi I was wondering if anyone can convert Jimmy vegas’s javascript to c# for me, I have got up to episode 4 with converting to c# but I am stuck on episode 5.
Here’s episode 4

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HandGunDamage : MonoBehaviour {

public int damageAmount = 5;
public float targetDistance;
public float allowedRange = 15;
// Use this for initialization
void Start () {
	
}

// Update is called once per frame
void Update () {
	if (Input.GetButtonDown("Fire1"))
    {
        RaycastHit shot;
        if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out shot))
        {
            targetDistance = shot.distance;
            if (targetDistance < allowedRange)
            {
                shot.transform.SendMessage("DeductPoints", damageAmount);
            }
        }
    }
}

}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyScript : MonoBehaviour {

private int enemyHealth = 10;
// Use this for initialization

private void DeductPoints (int DamageAmount)
{
    enemyHealth -= DamageAmount;
}
void Start () {
}

// Update is called once per frame
void Update () {
	if (enemyHealth <= 0)
    {
        Destroy(gameObject);
    }
}

}

(Skipping the near the end will show the code in full)
However Im stuck on episode 5

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ScriptAnimate : MonoBehaviour
{

GameObject UpCurs;
GameObject DownCurs;
GameObject RightCurs;
GameObject LeftCurs;

public void WaitingAnim()
{
    yield return new WaitForSeconds(2);
    UpCurs.GetComponent<Animator>().enabled = false;
    DownCurs.GetComponent<Animator>().enabled = false;
    RightCurs.GetComponent<Animator>().enabled = false;
    LeftCurs.GetComponent<Animator>().enabled = false;

}
// Use this for initialization
void Start()
{

}

// Update is called once per frame
void Update()
{
    if (Input.GetButtonDown("Fire1"))
    {
        upCurs.GetComponent("Animator").enabled = true;
        downCurs.GetComponent("Animator").enabled = true;
        rightCurs.GetComponent("Animator").enabled = true;
        leftCurs.GetComponent("Animator").enabled = true;
        WaitingAnim();

    }
}

}
this is what I got so far and Im getting alot of problems, such as WaitingAnim() cannot be an iterator block.
Thanks if anyone helps, if you are proficient in c# and javascript im sure this will be easy enough :slight_smile:
I will post the c# version to the tutorial so everyone can see (people have done that on previous versions)

Episode 4 javascript:
//Gunfire script for FPS Tutorial 004 by Jimmy Vegas

function Update () {
if(Input.GetButtonDown(“Fire1”)) {
var gunsound : AudioSource = GetComponent.();
gunsound.Play();
GetComponent.().Play(“GunShot”);
}
}
episode 5 javascript:
//Jimmy Vegas Unity Tutorial
//These scripts will allow you to inflict damage with your gun

//THIS FIRST SCRIPT SHOULD BE PLACED ON YOUR GUN MECHANICS OBJECT

var DamageAmount : int = 5;
var TargetDistance : float;
var AllowedRange : float = 15;

function Update () {
if(Input.GetButtonDown(“Fire1”)) {

	var Shot : RaycastHit;
		if (Physics.Raycast (transform.position, transform.TransformDirection(Vector3.forward), Shot)) {
			TargetDistance = Shot.distance;
				if (TargetDistance < AllowedRange) {
					Shot.transform.SendMessage("DeductPoints", DamageAmount);
				}
			}
		}
	}

//==================================

//THIS SCRIPT SHOULD BE PLACED ON YOUR ENEMY

var EnemyHealth : int = 10;

function DeductPoints (DamageAmount : int) {
EnemyHealth -= DamageAmount;
}

function Update () {
if (EnemyHealth <= 0) {
Destroy(gameObject);
}
}

This is a good site for converting Javascript (aka Unityscript) to C#.
http://www.m2h.nl/files/js_to_c.php