Whats wrong with my delay script C#

Hi,

I dont get why my script isnt working.

CODE

using UnityEngine;
using System.Collections;

public class PlayerDies : MonoBehaviour {

	public GameObject player;
	public float delayTime; 
	public Animator animation;

	void Start () {
		animation = GetComponent<Animator> ();//notice this isn't Animator, there is a big difference between the two 
	}
	void OnTriggerEnter2D(Collider2D col){
		if(col.gameObject.tag == "Bullet")
		{
			animation.Play("Dying");
			Destroy(player);
		}
	}
	void playDeath(delayTime == float){
		animation.Play("Dying");
		yield return new WaitForSeconds(5);
		Destroy(player);
	}
}

Delete the whole function void playDeath() and instead use Destroy’s own built in delay value. Destroy(player , 5);
I’m assuming the animation is 5 seconds long and you want to destroy the object after the animation finishes playing?