Scoring (502602)

I have scoring to add one point each time one object collides with another, and you lose a life after you collide with an object your not supposed to collide with. When I run out of lives the game ends as its supposed to.
But I want to set it up so that when player reaches a certain score the game stops also.

I have a GUI Text set up to show player what their goal is
But for each level the goal is different.
EXAMPLE:
Score: 12
Goal: Score 25 (GUI Text)

I know how to set it up to be the same goal everytime, but I want different goals.
Not sure where to start with this

This is my Player Script, attatchment is at bottom

using UnityEngine;
using System.Collections;

public class Game10_Player : MonoBehaviour
{
	public GUISkin skin;	//GUI Skin
	public int score;		//Score
	public int lives;		//Lives

	private Vector3 pos;	//Position
	private bool dead;		//If we are dead
	
	void start  ()
	{
		//Set screen orientation to landscape
		Screen.orientation = ScreenOrientation.Landscape;
		//Set sleep timeout to never
		Screen.sleepTimeout = SleepTimeout.NeverSleep;
	}
	
	void Update ()
	{
		//If dead
		if (dead)
		{
			//Set collider to false
			collider.enabled = false;
			return;
		}
		//If we have 0 lives left
		if (lives < 1)
		{			
			//Kill
			dead = true;
			//Set collider to false
			collider.enabled = false;
		}
		
		//If the game is running on a android device
		if (Application.platform == RuntimePlatform.Android)
		{
			//If we are hitting the screen
			if (Input.touchCount == 1)
			{
				//Find screen touch position
				pos = Camera.main.ScreenToWorldPoint(new Vector3(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y, 1));
				//Set position
				transform.position = new Vector3(pos.x,pos.y,0);
				//Set collider to true
				collider.enabled = true;
				return;
			}
			//Set collider to false
			collider.enabled = false;
		}
		//If the game is not running on a android device
		else
		{
			//Find mouse position
			pos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
			//Set position
			transform.position = new Vector3(pos.x,pos.y,0);
		}
	}
	
	void OnTriggerEnter(Collider other)
	{
		//If we hits a fruit
		if (other.tag == "Fruit")
		{
			//Run hit function
			other.GetComponent<Game10_Fruit>().Hit();
			//Add score
			score += 1;
		}
		//If we hits a enemy (bomb)
		else if (other.tag == "Enemy")
		{
			//Run hit function
			other.GetComponent<Game10_Bomb>().Hit();
			
		}	
		
	}
		void OnGUI()
	{
		GUI.skin = skin;
		
		//Score
		GUI.Label(new Rect(10,10,300,300),score.ToString());
		
		//If dead
		if (dead)
		{
			//Show "Lives: 0"
			GUI.Label(new Rect(10,Screen.height - 35,300,300),"Lives: 0");
		}
		else
		{
			//Show lives left
			GUI.Label(new Rect(10,Screen.height - 35,300,300),"Lives: " + lives.ToString());
		}
		
		//If dead
		if (dead)
			Application.LoadLevel("YouLose");
	}

}1221924–50531–$Game10_Player.cs (2.21 KB)

Please use code tags.
http://forum.unity3d.com/threads/143875-Using-code-tags-properly

I would recommend that you check if your score is more than or equal to the game over score then stop the game or load the game over. You can do your check inside Update.