Pause between action

using UnityEngine;
using System.Collections;

public class enemyshoot : MonoBehaviour {

public Transform spawnbulletenemy;
public Rigidbody bullet;
public float brzinametka = 5f;
public Transform igrac;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

		Rigidbody metakkojileti;
		metakkojileti = Instantiate (bullet, spawnbulletenemy.position, spawnbulletenemy.rotation) as Rigidbody;
		metakkojileti.AddForce (spawnbulletenemy.forward * brzinametka); 
	
}

void shoot()
{

}

}

This is my code , I want delay before evry shoot , is there any way to avoid corutines they look very complicated ?

Easiest is to do a couroutine. By looking at the script its just firing all the time and i guess its what you want? You can do this easy by doing a couroutine and looping its content.

void Start()
{
    StartCouroutine(Shoot());
}

IEnumerator Shoot()
{
    while(canShoot == true)
    {
        //your code
        yield return new WaitForSeconds(1);
    }
}

There are other ways to control your loop if you dont want it to shoot at all times