// Handles the logic involved in keeping track of the timer and when it should run
 void HandleTimerUpdate()
 {
     if (levelTimerRunning)
     {
         // Just accumulates total time the player has been running through the level
         levelTime += Time.deltaTime;
     }
     else
     {
         if (playerScript.GetStartInput())
         {
             StartLevelTimer();
         }
     }
 }