Yield WaitForSeconds only works sometimes?!

Ok so I’m fairly new to the Unity community and I’m trying to begin some sort of FPS, but something is just not working. After my reload animation, if I shoot (full auto) any time within like 2 seconds of when the reload animation ended, I can shoot millions of bullets out rapidly as if the WaitForSeconds as decided to not work. If I wait more than 4 seconds after reload, it works just fine with an even automatic fire. Help?!

Heres my script:

var Bullet : Rigidbody;
var BulletSpeed : float = 1000;
var ReloadTime : float = 2.2;
var Ammo : float = 30;
var Spawn : Transform;
var IsFullAuto = true;


@script HideInInspector

static var ReloadTTime : float;
static var IsReloading = false;
static var AmmoLeft : float;
private var CanFire = true;

function Start () {
	AmmoLeft = Ammo;
	ReloadTTime = ReloadTime;
}

function Update () {

		if(Input.GetButton("Fire1")){
			if(AmmoLeft > 0){
				if(CanFire == true && IsReloading == false){
					BroadcastMessage("FireAnim");		
						Fire();
			}
		}
	}

	if(AmmoLeft == 0)
	{
		BroadcastMessage("ReloadAnim");
		Reload();
	}
	
	if(AmmoLeft < 0){
		AmmoLeft = 0;
	}   
	     
	
}	                                                                
                                                                                                                                                                                                
function Fire(){
    
    var FireRate = 0.2;
    CanFire = false;
	yield WaitForSeconds(FireRate);
	CanFire = true;
    var bullet1 : Rigidbody = Instantiate(Bullet,Spawn.position,Spawn.rotation);
    bullet1.AddForce(Spawn.forward * BulletSpeed);
	AmmoLeft -= 1;
	audio.Play();
}
	

function Reload(){
	CanFire = false;
	IsReloading = true;
	yield WaitForSeconds(ReloadTime);
	AmmoLeft = Ammo;
	IsReloading = false;
	CanFire = true;
}

Try the following changes, but as other have stated I too usually try and stay away from yield. in this case you could instead have a variable that stores the last time you fired and then compare it to the current time and see if the defference is larger than the firerate. But both ways should work fine =)

I usually code in c# so if i missed anything read more about this here

 function Update () {
 
         if(Input.GetButton("Fire1")){
             if(AmmoLeft > 0){
                 if(CanFire == true && IsReloading == false){
                     BroadcastMessage("FireAnim");        
                         yield StartCoroutine(Fire());
             }
         }
     }                                                 
 }

                                                                                                                                                                                            
 function Fire(){
     
     var FireRate = 0.2;
     CanFire = false;
     var bullet1 : Rigidbody = Instantiate(Bullet,Spawn.position,Spawn.rotation);
     bullet1.AddForce(Spawn.forward * BulletSpeed);
     AmmoLeft -= 1;
     audio.Play();
     yield WaitForSeconds(FireRate);
     CanFire = true;

 }