Why when i walk, the countdown slows plays normaly, and when i stop, the countdown runs faster?

using UnityEngine;
using System.Collections;

public class Shoot : MonoBehaviour
{
	public PauseScript pause;
	public Rigidbody projectile;
	public Transform shotPos;
	public float shotForce = 1000f;
	public int reload;
	public int reloadTime;
	
	
	void Update ()
	{
		if (reload > 0&&pause.paused == false) {
			reload -= 1;
		}

		if (Input.GetButton ("Fire1") && reload == 0&&pause.paused == false) {
			gameObject.audio.Play();
			reload = reloadTime;
			Rigidbody shot = Instantiate (projectile, shotPos.position, shotPos.rotation) as Rigidbody;
			shot.AddForce (shotPos.forward * shotForce);

		}
	}
}

Before, this was working perfectly, but today, when i started editing, i noticed a problem. When my character walked, while holding the shoot button, the countdown of reload time started going down normaly And when my character is not walking, the count down starting going down really fast. Someone can please help?

When your character moves it lowers your frame rate. Your timer is based solely on your Update function. Your update function repeats itself once per frame. If the frames are changing slower than so will the timer. Try using Time.deltaTime.

for instance:

function Update(){
     reloadTime += Time.deltaTime;
}

add that in there and it should be stabler.