Quiz Game - Play Animation Then Question Change.

I am making a quiz game in Unity. I want an animation to show a countdown. The animation is a 10 second long animation of dynamite stick, where the fuse gets shorter and shorter until the it explodes.
I want the animation to start over then the time is up and the question is changed (now the question changes automatic after 10 seconds) i also want the animation to start over when an answer is clicked and the new question shows up.

Here is my code:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections.Generic;

public class GameController : MonoBehaviour
{

    
    public Animation DynamiteTimer;
    public Animator DynamiteAnimator;

    
    // Use this for initialization
    void Start()
    {
        dataController = FindObjectOfType<DataController>();
        currentRoundData = dataController.GetCurrentRoundData();
        questionPool = currentRoundData.questions;
        timeRemaining = currentRoundData.timeLimitInSeconds;
        UpdateTimeRemainingDisplay();
        
        playerScore = 0;
       
        questionIndex = 0;
      
        ShowQuestion();

        //animation
        //DynamiteTimer.Play();
        //Image.StartPlayback();


        isRoundActive = true;
        
    }

    
    //IEnumerator ShowQuestion()
    private void ShowQuestion()
    {

        //yield return new WaitForSeconds(timeBetweenQuestions);
        RemoveAnswerButtons();
        //Choose question er her!!!!!!!!!!!!!!!!!!!!!
        ChooseQuestion();


        QuestionData questionData = questionPool[questionIndex];
        questionDisplayText.text = questionData.questionText;

        for (int i = 0; i < questionData.answers.Length; i++)
        {
            GameObject answerButtonGameObject = answerButtonObjectPool.GetObject();
            answerButtonGameObjects.Add(answerButtonGameObject);
            answerButtonGameObject.transform.SetParent(answerButtonParent);

            AnswerButton answerButton = answerButtonGameObject.GetComponent<AnswerButton>();
            answerButton.Setup(questionData.answers*);*

}

}

answerButtonObjectPool.ReturnObject(answerButtonGameObjects[0]);
answerButtonGameObjects.RemoveAt(0);
}
}

//public IEnumerator AnswerButtonClicked(bool isCorrect)
public void AnswerButtonClicked(bool isCorrect)
{
if (isCorrect)
{
playerScore += currentRoundData.pointsAddedForCorrectAnswer;
scoreDisplayText.text = "Score: " + playerScore.ToString();
//Mille kode:
correctAnswerPanel.SetActive(true);
questionDisplay.SetActive(false);
StartCoroutine(TimeBetweenQuestions());

DynamiteTimer.Play();
//DynamiteAnimator.Play();

}
else
{
//Mille kode:
falseAnswerPanel.SetActive(true);
questionDisplay.SetActive(false);
StartCoroutine(TimeBetweenQuestions());
DynamiteTimer.Play();
//DynamiteAnimator.Play()

}

//if (questionPool.Length > 0)
if (qNumber + 1 < questionPool.Length)
{
qNumber++;
ShowQuestion();

//DynamiteAnimator.SetTrigger(“Click”);
//DynamiteAnimator.StartPlayback();
//DynamiteTimer.Play();

}
else
{
//correctAnswerPanel.SetActive(false);
//falseAnswerPanel.SetActive(false);
EndRound();
}

}
(I have removed a lot of code, I didn’t think relevant for this question)
I have the animation set up under the gamecontroller object as well as the animation.
Up until thia point I followed the tutorial from Unity on how to make a quiz game.
Thank you in advance.

Heres the lovely Script!!!

Quiz = True
Play Animation (“pom”) = True
Then Question change to (“Wanna date me i have big ones”)

         End
  End

End

HEHE JUST KIDDIN

I have this problem until now also, hope someone help us real quick.