Two Player determining who wins

I have a two player version of roll a ball that I am trying to have declare who is the winner (based on who collects the most pickups) at the end of the game. I can get it to do it after one player collects one more than half the pieces, but trying to get it to determine it at the end is causing an issue. Anyone have an idea?

That makes sense, although the totalCollectable- should that be the name of whatever tag I am using? Here is my script modified:

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

public class PlayerController : MonoBehaviour {

public float speed;
public Text countText;
public Text othercountText;
public Text winText;
public int PlayerID = 1;

private Rigidbody rb;
private int count;
private int othercount;

void Start ()
{
	rb = GetComponent<Rigidbody>();
	count = 0;
	othercount = 0;
	SetCountText ();
	SetOtherCountText ();
	winText.text = "";
}

void FixedUpdate ()
{
	if (PlayerID == 1) {
		float movehorizontal = Input.GetAxis ("Horizontal1");
		float movevertical = Input.GetAxis ("Vertical1");

		Vector3 movement = new Vector3 (movehorizontal, 0.0f, movevertical);

		rb.AddForce (movement * speed);

		if (Input.GetKeyDown ("space") && rb.transform.position.y == .5f) {
			Vector3 jump = new Vector3 (0.0f, 250.0f, 0.0f);
			rb.AddForce (jump);
		}
	} else if (PlayerID == 2) {
		float movehorizontal = Input.GetAxis ("Horizontal2");
		float movevertical = Input.GetAxis ("Vertical2");

		Vector3 movement = new Vector3 (movehorizontal, 0.0f, movevertical);

		rb.AddForce (movement * speed);

		if (Input.GetKeyDown ("enter")&& rb.transform.position.y == .5f) {
			Vector3 jump = new Vector3 (0.0f, 250.0f, 0.0f);
			rb.AddForce (jump);
		}
	}

}

void OnTriggerEnter(Collider other) 
{
	if (other.gameObject.CompareTag ( "Pickup"))
	{
		other.gameObject.SetActive (false);
		if (PlayerID == 1) {
			count = count + 1;
			SetCountText ();
		
		}
		else if (PlayerID==2){
			othercount = othercount + 1;
			SetOtherCountText ();
		
	}
}
}

void SetCountText ()
{
	countText.text = "Player 1: " + count.ToString ();
	if ((totalPickup < 1) && count > 7) {
		winText.text = "Player 1 Wins!";
	} else if ((totalPickup < 1) && count > 7) {
		winText.text = "Player 2 wins!";
	}

		}
	
	void SetOtherCountText ()
	{
		othercountText.text = "Player 2: " + othercount.ToString ();
	if ((totalPickup < 1) && othercount > 7) {
		winText.text = "Player 2 Wins!";
	} else if ((totalPickup < 1) && count > 7) {
		winText.text = "Player 1 wins!";
	}
		}
	}

}

Does this seem right? I think I have a bracket missing somewhere but other than that this is how I understood what you said.
@itsharshdeep