Float values below 1f don't seem to matter with Time.time.

The script below is a simple bomb explosion script triggered at a certain point during my game. I want there to be two different sprites appearing before the bomb detonates.

The value countdownTime won’t impact the changes in sprites until it goes above 1f. I’d like to have the changes happen with less than a second between them so this is rather irritating. Can someone explain what is happening here?

void Explode()
{
if (setCountdown == false)
{
countdownTime += Time.time;
setCountdown = true;
}

    if (Time.time > countdownTime)
    {
        spriteRenderer.sprite = boomb;
    }
    if (Time.time > countdownTime * 2)
    {
        spriteRenderer.sprite = boombTwo;
    }
    if (Time.time > countdownTime * 3)
    {
        if (exploded == false)
        {
            Instantiate(topRightFrag, topRight.transform.position, topRight.transform.rotation);
            Instantiate(topLeftFrag, topLeft.transform.position, topLeft.transform.rotation);
            Instantiate(bottomRightFrag, bottomRight.transform.position, bottomRight.transform.rotation);
            Instantiate(bottomLeftFrag, bottomLeft.transform.position, bottomLeft.transform.rotation);

            exploded = true;
        }

        Destroy(gameObject);
    }
}

Time.time returns the value of the time that has passed since the start of the game. I don’t think this is the approach you want to take. Take care with that, because it won’t be dynamic. Instead, I would use a variable that acted as a timer like

timer += Time.deltaTime;

Also, I guess that what you want to do here

countdownTime += Time.time

is what I said above. But, again, I don’t know what you were trying to do, this variable I think that it should have a fixed value and be compared with the timer in the ifs like

if (timer > countdownTime * 2)
{
      spriteRenderer.sprite = boombTwo;
}
else if (timer > countdownTime)
{
     spriteRenderer.sprite = boomb;
}
else ...

Hope I helped you.