Reset Timer after objects 've been destroyed

Hi guys, im making a Break-out like game and i struggle with a problem:

Besides the normal Ball i have a bigger ball that spawns after x-sec. I can split this ball into two normal size balls. Both normal sized balls shall destroy when colliding with the top of the Map. Now i want the timer to be reseted if both have been destroyed, despite the order which smaller ball gets destroyed last.

@Ray116GA You can set timer at any time during the gameplay by calling setCountDownTime().

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class Timer : MonoBehaviour
{

	public delegate void TimeOut();
	public static event TimeOut OnTimeOut;


	private static Timer _sharedInstance;

	private string textTime;

	private int minutes;
	private int seconds;
	private Text textField;

	private float countDownTime;

	void Awake()
	{
		_sharedInstance = this;
		setCountDownTime();
		textField = GetComponent<Text>();
		updateTimerLable();
	}

	void Update()
	{
		if(GameController.isGamePause)
			return;
		
		if (countDownTime < 0)
		{
			if (OnTimeOut != null)
				OnTimeOut();
		}
		else
		{
			countDownTime -= Time.deltaTime;
			updateTimerLable();
		}
	}

	void OnDestroy()
	{
		OnTimeOut = null;
	}


	public static Timer SharedInstance()
	{
		return _sharedInstance;
	}

	void updateTimerLable()
	{
		minutes = Mathf.FloorToInt(countDownTime / 60F); 
		seconds = Mathf.FloorToInt(countDownTime % 60); 

		textTime = string.Format ("{0:00}:{1:00}", minutes, seconds);
		textField.text = textTime;
	}
        
        public void setCountDownTime()
	{
		countDownTime = GameController.totalTime;	
	}
	public float CountDownTime
	{
		get{
			return countDownTime;
		}
		set{
			countDownTime = value;
		}
	}

	public float Minutes
	{
		get{
			return minutes;
		}
	}

	public float Seconds
	{
		get{
			return seconds;
		}
	}
}