Mouse Look Script Help

Ok so I use the defaut mouse look script (will post at end of this". Is there anyway I can disable it at the start of play for a selected period of time. The period of time being a variable.

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	public float sensitivityX = 15F;
	public float sensitivityY = 15F;

	public float minimumX = -360F;
	public float maximumX = 360F;

	public float minimumY = -60F;
	public float maximumY = 60F;

	float rotationY = 0F;

	void Update ()
	{
		if (axes == RotationAxes.MouseXAndY)
		{
			float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
			
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
		}
		else if (axes == RotationAxes.MouseX)
		{
			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
		}
		else
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
		}
	}
	
	void Start ()
	{
		// Make the rigid body not change rotation
		if (rigidbody)
			rigidbody.freezeRotation = true;
	}
}

I have not much experience in C# so syntax errors are likely, but hopefully You will get the general idea.

using UnityEngine; 
using System.Collections;

[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;

    public float minimumX = -360F;
    public float maximumX = 360F;

    public float minimumY = -60F;
    public float maximumY = 60F;
    public bool isEnabled = false;

    float rotationY = 0F;

    void Awake (){
    	StartCoroutine("EnableThis");
         //EnableThis();
    }

    void Update ()
    {
     if(!isEnabled)
         return;

       if (axes == RotationAxes.MouseXAndY)
       {
         float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;

         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);

         transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
       }
       else if (axes == RotationAxes.MouseX)
       {
         transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
       }
       else
       {
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);

         transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
       }
    }

    void Start ()
    {
       // Make the rigid body not change rotation
       if (rigidbody)
         rigidbody.freezeRotation = true;
    }
    IEnumerator EnableThis (){
         yield return new WaitForSeconds(9);
         isEnabled = true;
    }
}

it says to use GetComponent() instreead and it still dont work