Player should win when all objects are collected

I have a simple game where the player needs to collect 4 game objects within 30 sec. Now I already created the timer, so I need to let the game know that if all game objects are collected under the time limit the player wins.

This is my code so far:

using UnityEngine;
using System.Collections;

public class GameState : MonoBehaviour 
{
	public static int count = 0;

	public float seconds = 30;
	public float minutes = 0;

	// Use this for initialization
	void Start () 
	{
	
	}
	
	// Update is called once per frame
	void Update () 
	{
		if (seconds <= 0) 
		{
			seconds = 30;
			if (minutes >= 1)
			{
				minutes -- ;
			}
			else
			{
				minutes = 0;
				seconds = 0;

				GameObject.Find("TimerText").guiText.text = minutes.ToString("f0") + ":0" + seconds.ToString("f0");
			}
		}
		else
		{
			seconds -= Time.deltaTime;
		}

		if (Mathf.Round(seconds) <=9)
		{
			GameObject.Find("TimerText").guiText.text = minutes.ToString("f0") + ":0" + seconds.ToString("f0");
		}
		else
		{
			GameObject.Find("TimerText").guiText.text = minutes.ToString("f0") + ":" + seconds.ToString("f0");
		}

		if(count >= 1)	
		{
			print("You Won!");
		}
	}

	void OnTriggerEnter(Collider collide)
	{
		if (collide.transform.tag == "Cube") 
		{
			count = count + 1;
			Destroy (collide.gameObject);
		}
	}
}

Note: cube is 1 of the game object that needs to be picked up.

Work through this:

Just make a boolean that keeps tracking if the player wins if the player wins the timer will not count anymore otherwise let it count.

So,

If (count != maxitems)
{
Timer++;
}