Timer Pause and Reset Issue

I have this timer GUI for an air supply indicator only I’m having difficulty trying to figure out why when I pause the timer it keeps counting down even though the GUI indicator bar has stopped. Here is the code I’m using:

 var startTime : float; // (in sec)
 var timeRemaining : float; // (in sec)
 var percent : float;
 var clockBG : Texture2D;
 var clockFG : Texture2D;
 var buttonTexture: Texture2D;
 var pauseButtonTexture: Texture2D;
 var clockBGMaxWidth : float; // the starting width of the foreground bar
 
 
 function Awake()
 {
     //startTime = 20.0;
     clockBGMaxWidth = clockFG.width * 1;
 }
 
 function Update () 
 {
     if(!clockIsPaused)
     {
        // make sure the timer is not paused
        DOCountdown();
     }
 }
 
 function OnGUI()
 {
     
     var newBarWidth : float = (percent/105) * clockBGMaxWidth; // this is the width that the foreground bar should be
 	 
     	GUI.BeginGroup (new Rect(0, 120, newBarWidth, clockBG.height));
        
        GUI.DrawTexture (Rect (118, 0, clockBG.width * 1, clockBG.height), clockBG);
        GUI.EndGroup ();
        
        
     		GUI.BeginGroup (new Rect(0, 0, clockFG.width * 1, clockFG.height));
     		GUI.DrawTexture (Rect (0, 0, clockFG.width * 1, clockFG.height), clockFG);
     		GUI.EndGroup();
     			
     			if (GUI.Button(Rect(735,20,50,50), buttonTexture, "")){
        		Application.LoadLevel("ThreeD_Overview");
        		
     			}
        		if (GUI.Button(Rect(70,440,64,32), pauseButtonTexture, "")){
        		//Pause Timer
        		clockIsPaused = true;
     			}
     
 }
 
 function DOCountdown()
 {
     timeRemaining = startTime - Time.time;
 
     percent = timeRemaining/startTime * 100;
     if (timeRemaining < 0)
     {
        timeRemaining = 0;
        clockIsPaused = true;
        //TimeIsUp();
        Debug.Log("Time is up!");
        //Application.LoadLevel (0);
        
     }
     //ShowTime();
 }

Time.time is the time since the start of the game, so even when the clock is paused the value of Time.time is increasing. So as soon as you run the DOCountdown function after a pause it will update timeRemaining with all the elapsed time since game time began, without a gap for the pause.

Take a look at this post for a very detailed description of time :

For a pausable timer simply change line 54 to

timeRemaining -= Time.deltaTime;