Simple Timer

Hi there, I’m quite new to this and it is probably really easy to figure out, and it’s a tiny thing but it’s bugging me. I have a simple timer for my game, counting down from 1:15 to 0. When the counter reaches a number range of 0 - 9, meaning like ‘1 : 09’ or ‘0 : 09’ it will simply display it as ‘1 : 9’ or ‘0 : 9’, and I would like it as ‘1 :09’ or ‘0:09’.

Here’s my code, just going chuck in the whole thing, the timer code is in bold.

//WinZone And Timer Script

//Time Limit for this level
var totalTime = 75;
var DeathLayer : GameObject;

//Some Variables we need to declare
var timeLeft = totalTime;
private var Display;
private var LoadingSequence: boolean = false;
private var RunTimer: boolean = true;
private var OutOfTime: boolean = false;

function Update() {
//If we’re not in the WinZone, run the timer
if (RunTimer ==true)
{
var thisSecond;
var lastSecond =0;
timeLeft = totalTime - Time.timeSinceLevelLoad;
if (timeLeft < 1)
{
OutOfTime =true;
}

}

//constrain time limit minimum
timeLeft = Mathf.Max (0, timeLeft);

//Run a function that converts the time layout from a float to Minutes and Seconds
TimerLayout (timeLeft);

}

//Convert time to minutes and seconds
function TimerLayout(time){
var Clock : int = time;
var minutes : int = Clock / 60;
var seconds : int = Clock % 60;

//Convert output of minutes and seconds to strings and add a “:” in between.
Display = minutes.ToString () + " : ";
Display = Display + seconds.ToString ();

}

//if player enters the WinZone
function OnTriggerEnter (other : Collider){
Destroy (DeathLayer);
//Show the endlevel gui elements
LoadingSequence = true;
//stop the timer
RunTimer = false;
}
var Style_1 : GUIStyle;
var Style_2 : GUIStyle;
var Style_3 : GUIStyle;
var Style_4 : GUIStyle;
var Style_5 : GUIStyle;
var Button_1 : GUIStyle;
var Button_2 : GUIStyle;
var Button_3 : GUIStyle;
var Button_4 : GUIStyle;
function OnGUI () {
//show timer

if (LoadingSequence ==false)
{
GUI.Box (Rect ((Screen.width - Screen.width + 10), (Screen.height - Screen.height + 10), 200, 40), "TIME = " + Display, Style_4);

	if (timeLeft == 10)
		{
			
			Style_4 = Style_5;
		}
}

//if player is in the WinZone, show differnt gui elements
if (LoadingSequence ==true && OutOfTime == false)
{
GUI.Box (Rect ((Screen.width - 360) / 2, (Screen.height - -300) / 2, 370, 120), "CONGRATS! LEVEL ACCOMPLISHED!", Style_1);
GUI.Label (Rect ((Screen.width - 125) / 2, (Screen.height - -390) / 2, 140, 100), "TIME = " + Display, Style_2);
	if (GUI.Button (Rect ((Screen.width - 320) / 2, (Screen.height - -460) / 2, 200, 28), "RETURN TO LEVEL ROOM", Button_1))
		{
		Application.LoadLevel("Level_Room");
		}	
		
	if (GUI.Button (Rect ((Screen.width - -115) / 2, (Screen.height - -460) / 2, 111, 28), "NEXT LEVEL", Button_2))
		{
		Application.LoadLevel("Level_2");
		}
}

if (OutOfTime == true)
{	
GUI.Box (Rect ((Screen.width - 240) / 2, (Screen.height - -300) / 2, 240, 100), "OUT OF TIME!", Style_3);
Screen.lockCursor = false;
	if (GUI.Button (Rect ((Screen.width - 80) / 2, (Screen.height - -370) / 2, 90, 20), "TRY AGAIN?", Button_3))
	{
	Application.LoadLevel(Application.loadedLevel);
	}
	if (GUI.Button (Rect ((Screen.width - 40) / 2, (Screen.height - -440) / 2, 50, 20), "QUIT?", Button_4))
	{
	Application.LoadLevel("Level_Room");
	}
}

}

And yes, I know, it’s real sloppy, just getting the basics there then going to tidy it up. Thank’s in advance for the help.

And half my code hasn’t come out as a ‘sample’. Sorry guys, it’s pretty unreadable, any help from what can be made from it would be appreciated, thank’s.

is this simple? simple is this:

var timer:float = 0;

function Start(){
while(true){
yield WaitForSeconds(0.1);
timer += 0.1;
}}