How to give my gameobject a score multiplier if the rotation goes 360degs past its original position? 3D

I want to make a bottle flip game. The score should multiply x2 when the player can make a full rotation in the air. I have this:

void OnTriggerEnter(Collider collision)
{
	if (collision.gameObject.CompareTag("floor"))
	{
		score = score + 1;
		scoreText.text = "flip score: " + score;

		if (transform.rotation.x < -95f && transform.rotation.x > -85f)
		{
			scoreText.text = "flip score: " + score * 2;
		}
	}
}

It works very strangely but it does function. I need help with the second if statement.

First things first, transform.rotation.x is not what you think it is. transform.rotation is a Quaternion and not a Vector3 of classic euler angles. What you want to read instead here is transform.eulerAngles, like this:

// increment score:
Vector3 eulerAngles = transform.eulerAngles;
if( condition_is_met )
{
	score += 2;
}
else
{
	score += 1;
}

// update ui:
scoreText.text = $"flip score: {score}";

Keeping track of rotations is among the harder and counterintuitive things to program for beginners and this is still an easier case of this.

If you are testing an angle at the end of some kind of physics simulation or whatever then you need to realize that this will likely not give you information to count full rotations here, but final azimuth only (0-360 angle). To count full rotations you need to setup some kind of routine to track these.