not able disable guitext ...in my game when user cliks on right button i am

displaying teext.text=“RIGHT ANSWER”…u can see it in my code …plz see my if loop of right and wrong button…

in my game i want to display “RIGHT ANSWER” disable it before i am calling Start() function in my if loop…but problem is i am not
able to disable GUITEXT…i hv also used texxt.enabled = false; but still not able to disable it…plz help…here is my code

#pragma strict
var rand1:int;

var rand2:int;

var rand3:int;

var rand4:int;

var ran:int;

var currTry:int = 0;   //Increment when click on button

var maxTry:int = 100;   //check for max allowed inputs

//public var currentTime : int = 0;

var score : int = 0;
var guiScore : GUIText;
var texxt:GUIText;


    //var timer: GUIText;
     //var timee: float =0.0;
function Start()

{


ran = Random.Range(0,3);

rand1 = Random.Range(0, 20);//Random number1

rand2= Random.Range(0,20);//Random number2

rand3= Random.Range(0,40);//Random number3
if(ran == 0)
{
rand4 = rand1 + rand2; //Internally calculation
}


if(ran == 1)
{
  if(rand2>rand1)
rand4 = rand2 - rand1;
   else
   rand4 = rand1 -rand2;
}


if(ran == 2)
{
rand4 = (rand1 * rand2);
}








//Debug.Log(rand4); 

//InvokeRepeating( "CountDown", 1, 2 );
//Invoke("Countdown",10);
}


 //function Update()
   // {
    //GetComponent(GUIText).text = Time.time.ToString();
     //GetComponent(GUIText).text = parseInt(Time.time).ToString();
    // }


//function CountDown()

  // {

       // if (--currentTime == 0)

       //{

          // Debug.Log("Time is up my friend");

           // CancelInvoke( "CountDown" );
            //Destroy(this.gameObject);

       // }

    //}

function OnGUI()

{

//Debug.Log(rand4); 

if(currTry < maxTry)   //check if we 



{



GUI.Box (Rect (30,5,25,30), rand1.ToString());//first random number



GUI.Box (Rect (90,5,25,30), rand2.ToString());//second random number



GUI.Box (Rect (150,5,25,30), rand3.ToString());//third random number



//GUI.Box (Rect (60,5,25,30),"+");//for +symbol 

GUI.Box (Rect (60,5,25,30),GetRandomOperator());

GUI.Box (Rect (120,5,25,30),"=");//for equals to 



if(GUI.Button(Rect(10,70,50,30),"right"))//GUI button for right

{

currTry++;    //Increment Here

if(rand4 == rand3)

  {
 
  //texxt.text = "RIGHT ANSWER";
  
 
  

Debug.Log("RIGHT ANSWER");

 // score += 10;
		//guiScore.text = "Score: " + score;
  Start();
  texxt.enabled = false;
  
  

  }



else
       {
       texxt.text = "WRONG ANSWER";
   texxt.enabled = false;

Debug.Log("WRONG ANSWER");
       Destroy(this.gameObject); 
       }
  }




if(GUI.Button(Rect(90,70,50,30),"wrong"))//GUI button for wrong

{

currTry++;      //Increment Here Again

if(rand4 != rand3)
   {
   texxt.text = "RIGHT ANSWER";
   texxt.enabled = false;

Debug.Log("UR ANSWER IS RIGHT");
   //score += 10;
		//guiScore.text = "Score: " + score;

     Start();
     
     
    }


else
  {
  
  texxt.text = "WRONG ANSWER";
  texxt.enabled = false;
  //cubeRenderer.material.color == Color.red;
Debug.Log("WRONG AAA");
    Destroy(this.gameObject);
   }
}


}



else

{

Debug.Log("-----------------------------------MAX TRY COMPLETED-------------------------------");

///Do Something else after 20 Try Done

}



  }

function GetRandomOperator()

{
//var ran:int;
//ran = Random.Range(0,4);

switch(ran)

{

case (0):

return"+";



case (1):

return"-";



case (2):

return"*";



}



}

You should not call Start from within your OnGUI method/function.

then wht should i do…?