Slowing down a for loop?

So I have this for loop, that’s used to help replicate how a firework launcher would shoot off fireworks.

void launchFireWerks(){
  if (_NumLaunches != 0f) {
	for (int i = 0; i <= _shots; i++) {
	GameObject firewerkToLaunch = Instantiate (Resources.Load ("FireWorks/" + _FireWerkName))as GameObject;
	firewerkToLaunch.transform.position = new Vector3 (_lauchLoc.position.x, _lauchLoc.position.y, 3f);

        //Add random angle
       _angleMod = Random.Range (-1f, 1f);
       //Actual launch
       firewerkToLaunch.GetComponent <Rigidbody> ().useGravity = true;
       firewerkToLaunch.GetComponent <Rigidbody> ().AddForce (_angleMod, _launcherForce, 0, ForceMode.Impulse);
                print ("We have lift off! shot number " + i); 
		if (i == _shots) {
				print ("This launcher has 1 less launch than before.");
				}
			}
		}
	}

It does the shooting part perfectly, but I need some way to slow it down/pause it between shots, cause currently it iterates through the loop in about 1ms and is basically useless. I attempted to recreate something similar in a coroutine but the logic did my head in and couldn’t get it to quite work the way I wanted.

Any help would be swell! it doesn’t have to stay as a forloop!

Coroutine is still probably the easiest way.

Just replace void launchFireWerks(){ to IEnumerator launchFireWerks(){

Add a pause inside: yield return new WaitForSeconds(1.0f);

and instead of directly calling launchFireWerks(), use StartCoroutine("launchFireWerks");


http://docs.unity3d.com/Manual/Coroutines.html

https://unity3d.com/learn/tutorials/topics/scripting/coroutines