Lose when timer runs out

Hi, this is my first time here and I’m way too new at this too.
The thing is, I made a timer and what I want to do is when it runs out of time It goes directly to the losing scene.

Here’s the script:

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

    public class Clock : MonoBehaviour {

      [Tooltip("Initial time in seconds")]
    
      public int initialTime;
    
      [Tooltip("Time scale of the clock")]
    
      [Range (-10.0f,10.0f)]
    
      public float timeScale = 1;
    
      private Text myText;
    
      public float frameTimeWithScale = 0f;
    
      public float finishedTime = 0.0f;
    
      public float secondsToShow = 0f;
    
      public float timeScalePaused, initialTimeScale;
      
      private bool paused = false;
    
      public bool isPaused = false;
    
      void Start()
      {
    
          initialTimeScale = timeScale;
    
          myText = GetComponent<Text>();
    
          secondsToShow = initialTime;
    
          updateClock(initialTime);
    
      }
      
      
      void Update () {
    
          if (!isPaused) {
              frameTimeWithScale = Time.deltaTime * timeScale;
    
              secondsToShow+= frameTimeWithScale;
    
              updateClock(secondsToShow);
              
    
    
          }
      }
    

    public void updateClock(float secondsToShow)
    {
    int minutos = 0;
    int segundos = 0;
    string clockText;

          if (secondsToShow< 0)
        
           
          
          secondsToShow = 0;
    
    
    
    
    
          minutes  = (int)secondsToShow/ 60;
          seconds  = (int)secondsToShow% 60; 
    
          clockText= minutes.ToString("0") + ":" + seconds.ToString("00");
    
          myText.text = clockText;
    
      }
    

    if (isPaused) {

              secondsToShow-= finishedTime;
              SceneManager.LoadScene(1);
    
              
    
          }
      
      public void pause()
      {
    
          if (!isPaused)
          {
              isPaused= true;
              timeScalePaused= timeScale;
              timeScale= 0;
    
    
          }
             
      }
    
      public void continue()
      {
          if (isPaused)
          {
              isPaused = false;
              timeScale= timeScalePaused;
    
          }
    
    
      }
    
      public void reset()
      {
          
          isPaused= false;
          timeScale=  initialTimeScale;
          secondsToShow = initialTime;
          updateClock(secondsToShow);
    
      }
    

    }

At the end of your update function, you just need:

if(secondsToShow > maxTime) 
{
     LoadScene(loseScene); 
}

where maxTime is your variable for the amount of time before time runs out