Player wins when all game 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 
{
	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 >= 4)	
		{
			print("You Won!");
		}
	}

	void OnTriggerEnter(Collider collide)
	{
		if (collide.transform.tag == "Cube") 
		{
			count = count + 1;
			Destroy (collide.gameObject);
		}
		else if (collide.transform.tag == "Cube2") 
		{
			count = count + 1;
			Destroy (collide.gameObject);
		}
		else if (collide.transform.tag == "Cube3") 
		{
			count = count + 1;
			Destroy (collide.gameObject);
		}
		else if (collide.transform.tag == "Cube4") 
		{
			count = count + 1;
			Destroy (collide.gameObject);
		}
	}
}

Can anyone help me?

Can anyone help me please? I have updated the CODE.

Why are you tagging each cube with seperate tag?

Are you sure you are not confusing name with tag?

Try tagging all cubes as cube.

Than change this:

void OnTriggerEnter(Collider collide)
{
	if (collide.transform.tag == "Cube")
	{
		count = count + 1;
		Destroy (collide.gameObject);
	}
	else if (collide.transform.tag == "Cube2"
	{
		count = count + 1;
		Destroy (collide.gameObject);		
	}	
	else if (collide.transform.tag == "Cube3")		
	{		
		count = count + 1;		
		Destroy (collide.gameObject);		
	}	
	else if (collide.transform.tag == "Cube4")		
	{
		count = count + 1;		
		Destroy (collide.gameObject);		
	}	
}

to this:

void OnTriggerEnter(Collider collide)
{
	if(collide.gameObject.tag == "cube")
	{
		count++; // quick way of adding 1 to a variable
		Destroy (collide.gameObject);
	}
}

I have been working on it but now this is my problem. The Win part isn’t working

using UnityEngine;
using System.Collections;

public class GameState : MonoBehaviour 
{
	int count = 0;
	int maxItems = 4;

	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 == maxItems  seconds < 30) 
		{
			print("You Win!");
		}
		else if (count != maxItems  seconds == 0)
		{
			print("You Lose!");
		}
	}

	void OnTriggerEnter(Collider other)
	{
		if (other.gameObject.tag == "Cube") 
		{
			other.gameObject.SetActive(false);
			count = count + 1;
		}
		if (other.gameObject.tag == "Cube2") 
		{
			other.gameObject.SetActive(false);
			count = count + 1;
		}
		if (other.gameObject.tag == "Cube3") 
		{
			other.gameObject.SetActive(false);
			count = count + 1;
		}
		if (other.gameObject.tag == "Cube4") 
		{
			other.gameObject.SetActive(false);
			count = count + 1;
		}
	}
}

try putting public or private in front of the int on lines 6 and 7

Make line 6 public