Run animation when countdown reaches 0

hey i am making a game in which i have 5 seconds to tap as fast as i can on the screen i have made a countdown timer but when the timer becomes 0 i want to play a animation or debug something but its not happening please help this is my script using UnityEngine;

using UnityEngine.UI;
using System.Collections;

public class CountDown : MonoBehaviour
{
    float timeLeft = 5.0f;

    public Text text;



    void Update()
    {
        timeLeft -= Time.deltaTime;
        text.text = "" + Mathf.Round(timeLeft);
        
    }
}

Well, you have to check if timeLeft is zero and call some methods then. Something like this:

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

public class CountDown : MonoBehaviour
{
     float timeLeft = 5.0f;
     public Text text;

     void Update()
    {
         timeLeft -= Time.deltaTime;
         text.text = "" + Mathf.Round(timeLeft);
         
         //Here the game will check if time is expired
         if (Mathf.Round (timeLeft) == 0f)
         {
               // A name of a method you want to call when time is expired
               DoSomethingWhenTimeIsOver ();

                //or do something right here
                Debug.Log ("This is a code in Update() method");
          }
     }
     
     // This method will be called when rounded 'timeLeft' is zero
      private void DoSomethingWhenTimeIsOver ()
      {
           // Print message in Unity's debug console
           Debug.Log ("This is a code in DoSomethingWhenTimeIsOver() method");
       }
 }

Use this codeā€¦

public class Timer : MonoBehaviour
{
	// The time left.
	public float timeLeft = 5f;
	
	// How many seconds are considered a tick?
	public float tickRate = 1f;
	
	// Counter...
	private float counter;
	
	// You don't need to make Update() public.
	private void Update()
	{
		// Check if the counter has reached the tick rate.
		if (counter >= tickRate)
		{
			// Log 'Tick!' to the console every 'tickRate' seconds...
			Debug.Log("Tick!");
			
			// reset the counter.
			counter = 0f;
		}
		
		counter += Time.deltaTime;
	}
}