Cannot use a '>' with a left hand side of type 'float' and a right hand side of type 'Object'?

So I’m fiddling around with a project and I need a delay between when the player clicks on an object to pick it up, and clicking again to set it back down. I looked it up using a delay and found this bit of code

    var nextUse;
    var delay = 1;
    
    function Start (){
    nextUse = Time.time + delay;
    }


    function Update(){
    
    if(Time.time > nextUse){
   nextUse = Time.time + delay;
    ...do stuff...
    }
    }

I tried using this and sorta got it to work once but only for the first click, before I noticed I hadn’t added the nextUse = Time.time + delay; after if statement. However it started giving me the "Cannot use a ‘>’ with a left hand side of type ‘float’ and a right hand side of type ‘Object’ " error. I tried getting rid of the bit I added but the problem persists. Here’s my actual code if it’ll help.

#pragma strict


//==========================================================================================================================//

var mstrCtrl : GameObject;
var selected : GameObject;  //should set to whatever game object gets clicked on and move it
var selectedOn : boolean;
//var ConnectorControl = GetComponent(Connector_Controller);
var nextUse;
var delay = 1; //seconds delay

//=========================================================================================================================//


function Start () {
nextUse = Time.time + delay;
mstrCtrl = this.gameObject;
DontDestroyOnLoad (mstrCtrl);
selectedOn = false;
selected = null;

}

function Update () { 
	var V3T = Vector3(Input.mousePosition.x, Input.mousePosition.y, 10); 
	V3T = Camera.main.ScreenToWorldPoint(V3T);

	if(selectedOn == false){
		
		if (Time.time > nextUse){
			if(Input.GetMouseButtonDown(0)){
				var hit : RaycastHit; 
				var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
				if(Physics.Raycast(ray, hit)){	
					if(hit.collider/*.tag == "Atom"*/){
						selected = hit.collider.gameObject;
						selectedOn = true;
						Debug.Log(GameObject);
					}
				}
			}
		}
	}
	if(selectedOn == true){
		selected.transform.position = V3T;

			if(Time.time > nextUse){
			nextUse = Time.time + delay;
			if(Input.GetMouseButtonDown(0)){
				selected = null;
				selectedOn = false;
			}
		}
	}
}

I think it may be picking up nextUse as a generic object since you didn’t actually specify what type of variable it was when you declared it. Try changing the declaration of that variable to this:

var nextUse : float;