c# Speed up score calculation on Click/Touch

I was wondering what i could add to my code to have the score calculate really fast on click and touch, if a player does not want to sit and wait for it to finish calculating. Here is my current code

private mainRoot pMainRoot = null;
    private int pScore = 0;
    private int pFinalScore = 0;
    private UILabel pPointsLable = null;
    private UILabel pScoreLable = null;
    private UILabel pBonusLable = null;
    private UILabel pMultiplierLable = null;
    private int pPoints = 0;
    private int pCoins = 0;
    private int pCombos = 0;
    private int vCombos = 20;
    private bool pTallyActive = false;
    private int pTallyStage=0;
    private int pTallyCycle = 0;
    private int pTallyDelayCycle = 0;

    //
    private void Start () {
        findObjects();
    }
    //
    private void findObjects(){
        pMainRoot = GameObject.Find ("mainRoot").GetComponent<mainRoot> ();
        pPointsLable = GameObject.Find ("Label_points").GetComponent<UILabel> ();
        pScoreLable = GameObject.Find ("Label_score").GetComponent<UILabel> ();
        pBonusLable = GameObject.Find ("Label_bonus").GetComponent<UILabel> ();
        pMultiplierLable = GameObject.Find ("Label_multiplier").GetComponent<UILabel> ();
    }
    //
    public void takeScore(int vPoints, int vCoins, int vCombos){
        traceOut ("takeScore");
        pPoints = vPoints;
        pCoins = vCoins;
        pCombos = vCombos;
        //for testing
        //pPoints = 100;
        //pCoins = 15;
        //pCombos = 30;
    }
    //sent by intro animation event
    public void introAnimationOver(){
        pTallyActive = true;
        nextTallyStage();
        traceOut ("introAnimationOver");
    }
    //
    private void Update () {
        if (pTallyActive){
            tallyScore();
        }
    }
    //
    private void tallyScore(){
        pTallyDelayCycle++;
        if (pTallyDelayCycle<2){
            return;
        }
        pTallyDelayCycle = 0;
        switch(pTallyStage){
        case 1:
            tallyPoints();

       

            break;
       
       
       
        case 2:
            tallyCombos();
       


            break;
       
       
       
        case 3:
            tallyCoins();

       

            break;

       
        case 4:
            tallyFinalScore();
            break;
        }
    }
    //
    private void playCoinSound(){
        pMainRoot.pSoundManager.playBtnSound(2);
    }
    //
    private void nextTallyStage(){
        pTallyStage++;
        pTallyCycle=0;;
    }
    //
    private void tallyPoints(){
        if (pTallyCycle<pPoints){
            pTallyCycle++;
            pPointsLable.text = "POINTS " + pTallyCycle;
            //playCoinSound();
        }else{
            nextTallyStage();
        }
    }


    //
    //
    private void tallyCombos(){
        if (pTallyCycle<pCombos){
            pTallyCycle++;
            pMultiplierLable.text = "MULTIPLIER X" + pTallyCycle;
            //playCoinSound();
        }else{
            nextTallyStage();
        }
    }
    //
    private void tallyCoins(){
        if (pTallyCycle<pCoins){
            pTallyCycle++;
            pBonusLable.text = "BONUS ITEM X " + pTallyCycle;
            //playCoinSound();
        }else{
            calculateFinalScore();
            nextTallyStage();
        }
    }
    //
    private void calculateFinalScore(){
        pFinalScore = pPoints + pCombos * 20 + pCoins * 50;
    }
    //
    private void tallyFinalScore(){
        if (pTallyCycle<pFinalScore){
            pTallyCycle++;
        }else{
            pTallyActive = false;
        }
        string score = addCommasToScore(pTallyCycle);
        //playCoinSound();
        pScoreLable.text = "SCORE " + score;
    }
    //
    private string addCommasToScore(int vScore){
        string score = vScore.ToString( "n0" );
        return (score);
    }
    //
    private void traceOut (String txt) {
        print ("scoreScreen: " + txt);
    }
}

line 55, add a boolean check

if(pTallyDelayCycle<2 && !skipWait){

have the boolean controlled by the input. Basically, if the user taps/clicks it skips the return lines regardless.

@LeftyRighty thx buddy, i have another question for you though. I have a skip button in place that they can click already and just cut to next screen , so they can always just skip the entire thing if they want. You know of a way to have it just tally up very fast? so cuts the tally time in half if they do stay on the screen?