How do I Reset Scene

I’m tring to Reset time after game is over and the counter goes to zero,I start the game in level select hitting the level 1 button it counts down fine to 000 but when I replay the Level 1 again the counter is still at 000 can some one help me Pleae???

var aniFont1 : GameObject; // holds a sprite sheet - should be a number sheet 0-9
var aniFont2 : GameObject; // holds a sprite sheet - should be a number sheet 0-9
var aniFont3 : GameObject; // holds a sprite sheet - should be a number sheet 0-9

var playTime : float = 0.0; // playTime is the current time printed to screen - think of it like current game time
var continueTimeDown : float = 0.0; // used to continue time down from stopped time
var countDownDelay : float = 0.0; // used to delay time during counting
var countDownAmount : float = 0; // amount to delay each time

var playTimeEnabled : boolean = true; // toggle for playTime
var countDownEnabled : boolean = true; // toggle for countDown

function aniSprite ( spriteObject, columnSize, rowSize, colFrameStart, rowFrameStart, totalFrames, type:String)
{
var index : int = playTime; // to control frame location, playTime will equal the index count

var font1 = ( index % 10 );							// font1 position
var font2 = ( ( index - font1 ) / 10 ) % 10;		// font2 position 
var font3 = ( ( index - font1 ) / 100 ) % 10;		// font3 position

if ( type == "font1" ) index = font1;				// check for which sprite sheet to use - font1
if ( type == "font2" ) index = font2;				// check for which sprite sheet to use - font2
if ( type == "font3" ) index = font3;				// check for which sprite sheet to use - font3

var size = Vector2 ( 1.0 / columnSize, 1.0 / rowSize );	// find scale to show on poly 

var u = index % columnSize;								// u cord separated from v, to find just the column and mod it
var v = index / columnSize;								// v finds location on row based on columnSize count

var offset = Vector2 ( ( u + colFrameStart ) * size.x, ( 1.0 - size.y ) - ( v + rowFrameStart ) * size.y );	// offset uv's

spriteObject.renderer.material.mainTextureOffset = offset; 	// apply the offset amount to the correct sprite sheet object
spriteObject.renderer.material.mainTextureScale  = size; 	// apply the scale amount to the correct sprite sheet object

}
function Update ()
{
if (aniFont1 != null) aniSprite ( aniFont1, 10, 1, 0, 0, 10, “font1” ); // animated font sprite - type: font1
if (aniFont2 != null) aniSprite ( aniFont2, 10, 1, 0, 0, 10, “font2” ); // animated font sprite - type: font2
if (aniFont3 != null) aniSprite ( aniFont3, 10, 1, 0, 0, 10, “font3” ); // animated font sprite - type: font3

if ( playTimeEnabled && countDownEnabled )			// if countDown enabled, then use this for playTime
{
	playTime = countDownDelay - Time.time + countDownAmount + continueTimeDown;	// get playTime start
}	
if ( playTime <= 0 )								// simple stop for countDown
{
	playTimeEnabled  = false;						// stop timer - playTime
	countDownEnabled = false;					// stop timer - countDown
	
	
	}
	
}

It is really hard to read your code like that. However using Application.LoadLevel(“Scene name your are loading”) should work for ya.

Also, if for some reason some or your booleans or scores are not resetting properly then I suggest setting the variables you want back to their originals in an Awake() function.