Is it possible to get a int value in time that may be changing seconds afterwards?

I am counting score with a deltaTime timer and want to save the end value as an int. ,I want to count score with delta.Time timer. Is it possible to save a “running” int?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ScoreCounter : MonoBehaviour
{
    public Text currentScore;
    
    private float secondsCount;
    public int finalScore = 0;
    public GameObject obstacleSpawner;
    
    void Update()
    {
        if (obstacleSpawner.GetComponent<ObstacleSpawner>().mängAlgas == true)
        {
            ScoreWithTime();
            if (GetComponent<TreeBehavior>().mängLäbi == true)
            {
                finalScore = //hmmm
            }
        }
    }
    //call this on update
    public void ScoreWithTime() 
    {
        //set timer UI
        secondsCount += Time.deltaTime;
        currentScore.text = "" + (int)secondsCount * 10;
        

       
    }

}
//if (secondsCount >= 60)
        //{
        //    print("aeg täis");

        //        obstacleSpawner.GetComponent<ObstacleSpawner>().round2 = true;

You can use finalScore = Mathf.FloorToInt(secondsCount); to make finalScore the integer of the current time tracked by secondsCount. Is that what you were looking for?

Hope this helps!