Multiple countdown hours in one day and weekly recurring countdown

Greetings to all. I am looking for help to create a countdown table for events that some of them repeat each day by 3 different hours, some of them on Monday and Saturday 3 different hours etc. etc.

What I want is similar to the following: https://web.archive.org/web/20130224011532/http://kingofknight.com/times.php
SEMrush

Let's get to the bottom of it.

1st Event: Repeats daily at 00:00, 12:00 and 19:00
2nd Event: As above at 02:00, 13:00 and 23:00
3rd Event: As above at 02:00, 14:00 and 21:00
4th Event: As above at 03:00 and 22:00
5th Event: As above at 09:00 and 19:00
Event 6: As above at 07:40 and 22:40
Event 7: As above at 10:00 and 21:00
8th Event: Repeat on Monday and Saturday at 06:00, 14:00 and 20:00
9th Event: Repeat on Wednesday at 06:00, 14:00, 20:00
10th event: repetition on Sunday at 20:30
11th event: Repeat on Friday at 21:00

I've created this sample table so you can understand it better:
cd.jpg "class =" bbCodeImage LbImage

I want this countdown to repeat. The first seven events repeat each day for two or three hours. When the first hour countdown is over, I want to start the second countdown. When the second is done, I want to start with the third. When the last countdown is over, I want the countdown to start for the first hour the next day. I hope I explained it well.

I have no idea how to do it. Can you explain it to me as if I were explaining to a dummy?

Unity – WHY !! CountDown does not work in the IF condition?

I need a way to reduce the countdown within the if statement if I'm stacking more than 3 days in this problem. Do not suggest that Coroutine does not work in my case because I use clones (initiated prefabs)

I know the countdown can only do one frame if it's in an IF statement … Any ideas for it to work … Ty

The game is about cars … and every instantiated car has a random countdown timer

        void update ()
{
if (car number <cars)
{
SpawnCars ();
}}

and this is the spawn feature

    void SpawnCars ()
{
randomSpawnPoint = Random.Range (0, spawnPoints.Length);

randomSpawnCars = Random.Range (0, Cars.Length);

GameObject obj = instantiate (cars[randomSpawnCars]spawnpoints[randomSpawnPoint].position, Quaternion.Euler (-90, 180, 0)) as GameObject;

carNumber ++;

obj.gameObject.tag = "select"; // + k;

rcf = obj.GetComponent();
TextMesh txt = FindObjectOfType();

Time = random. Area (4, 20);


txt.text = (time - Time.deltaTime) .ToString ("0");
Pressure (time);
Print (car number);
}

Unity – the countdown timer inside while the loop is not working

I instanced unstable cars … the clones had a random countdown timer, each one of them was off and it worked very well, but counting down the non-decreasing not the spawn method is in the WHILE loop and the while Loop in UpDate () … I tried to move the countdown to Update (), but it did not work … no ideas … Thanks!

void update ()
{
p - = Time.deltaTime;

while (car number <cars && p <= 0)
{
SpawnCars ();
Print (car number);
p = 5;
}

}

and that's the spawn method:

    public void SpawnCars ()
{
if (SpawnAllowed)
{
// Choose a random Strat point 1/6
randomSpawnPoint = Random.Range (0, spawnPoints.Length);
// Choose a random car 1/6
randomSpawnCars = Random.Range (0, Cars.Length);
// randomly clone a car (1/6) from random pre_set points (1/6)
GameObject obj = instantiate (cars[randomSpawnCars]spawnpoints[randomSpawnPoint].position, Quaternion.Euler (-90, 180, 0)) as GameObject;
// carNumber counts the number of cloned cars
carNumber ++;
// destroy the cloned car after N seconds
// destroy (obj, 8);
// Every cloned car takes a day
obj.gameObject.tag = "select" + k;
k ++;
rcf = obj.GetComponent();
// textCDT
time = Random.Range (4f, time);
TextMesh txt = FindObjectOfType();


// the timer:
time - = Time.deltaTime;
coolDown = time.ToString ("0");
txt.text = "" + coolDown;

}
}

countdown

Rapid has submitted a new resource:

Countdown countdown

Description:

Provides a countdown timer in the sidebar.

(Example of a countdown in the sidebar)

[FONT=Segoe…[/SIZE]

countdown

.NET – create countdown in C #

Galera, that's the following. I am developing a quiz, question and answer game. With Xamarin, I have to create a countdown type: 30 seconds and it goes down until it reaches zero.

But I need this count to be displayed on the app screen.

I tried it in different ways and can not find it 🙁

javascript – Pure JS countdown clock does not convert milliseconds correctly

I have a reasonably pure js countdown clock that I'm having trouble converting right to milliseconds.

Here's a working plunker (next to the date counter)

It should only be 38 days instead of 184.

//// Should be countdown to 4 February 2019 /////

let cd = new countdown ({
cont: document.querySelector (".container"),
end date: 1549263600000,
output translation: {
Year: "years",
Week: "weeks",
Day days",
Hour hours",
Minute: "minutes",
Second: "seconds"
},
endCallback: null,
outputFormat: "Day | Hour | Minute | Second"
});

Thanks, I appreciate the help!

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How can I add this countdown timer to my site?

I've seen this countdown timer on many Clickbank products and could not find it by searching the source code.

Here's an example on this page: https://www.paleorecipeteam.com/bone-broth/

I know how to add a normal countdown, but I'd like to have a timer triggered by scrolling to part of the page, and if the timer drops to zero, the special offer will be removed.

Many Thanks

Javascript – Change countdown timer from local time to specific time zone

The currently displayed code is:

This will display a countdown timer. However, it is based on a specific time based on the location of the user.

Instead, we'd like to see a hard date for Pacific Time (PST) time. The countdown will show the same amount regardless of your location in the world.

The js code is as follows.

$ (Function ()

{
var countDownClock =
{
iniClock: function (date)
{
// Calculation of days, hours, minutes and seconds until today.
date = date.split (& # 39;: & # 39;);
toDate = new date (date[0], Date[1]-1 date[2], Date[3], Date[4], Date[5]);

                                var currentDate = new date ();
dateDif = toDate - currentDate;
daysCount = (& # 39; 0000 & # 39;) + Math.abs (Math.floor ((dateDif) / (1000 * 60 * 60 * 24)))). Slice (-4),
hoursCount = (& # 39; 00 & # 39;) + Math.abs (Math.floor (date[3] - currentDate.getHours ()))). slice (-2),
minuteCount = (& # 39; 00 & # 39;) + Math.abs (Math.floor (Date[4]-currentDate.getMinutes ()))). slice (-2),
secondCount = (& # 39; + Math.abs (Math.floor (Date[5]-currentDate.getSeconds ()))). slice (-2),
ticksCount = Math.round (dateDif / 1000);

if (date[3] - currentDate.getHours () <0)
{
hoursCount = (& # 39; 00 & # 39; + (24 - parseInt (hoursCount))). slice (-2);
}
if (date[4] - currentDate.getMinutes () <0)
{
hoursCount = (& # 39; 00 & # 39; + (parseInt (hoursCount) - 1)). slice (-2);
minuteCount = (& # 39; 00 & # 39; + (60 - parseInt (minuteCount))). slice (-2);
if (number of hours <0)
{
hoursCount = (& # 39; 00 & # 39; + (24 + parseInt (hoursCount))). slice (-2);
}

}
if (date[5] - currentDate.getSeconds () <0)
{
minuteCount = (& # 39; 00 & # 39; + (parseInt (minuteCount - 1))). slice (-2);
secondCount = (& # 39; 00 & # 39; + (60 - parseInt (secondCount))). slice (-2);
if (minuteCount <0)
{
hoursCount = (& # 39; 00 & # 39; + (parseInt (hoursCount) - 1)). slice (-2);
minuteCount = (& # 39; 00 & # 39; + (60 + parseInt (minuteCount))). slice (-2);
}
if (number of hours <0)
{
hoursCount = (& # 39; 00 & # 39; + (24 + parseInt (hoursCount))). slice (-2);
}
}

var second = secondCount.charAt (1),
tenSecond = secondCount.charAt (0),
minute = minuteCount.charAt (1),
tenMinute = minuteCount.charAt (0),
hour = hoursCount.charAt (1),
tenHour = hoursCount.charAt (0),
day = daysCount.charAt (3),
tenDay = daysCount.charAt (2),
hunDay = daysCount.charAt (1),
thosDay = daysCount.charAt (0),
secondBefore = second - 1,
tenSecondBefore = tenSecond - 1,
minute before = minute - 1,
tenMinuteBefore = tenMinute - 1,
Hour before = hour - 1,
tenHourBefore = tenHour - 1,
dayBefore = day - 1,
tenDayBefore = tenDay - 1,
hunDayBefore = hunDay - 1,
thosDayBefore = thosDay - 1,
container = $ (& # 39;
& # 39), dayContainer = $ (& # 39;
& # 39), thosDayBlk = $ (& # 39;
    & # 39), hunDayBlk = $ (& # 39;
      & # 39), tenDayBlk = $ (& # 39;
        & # 39), dayBlk = $ (& # 39;
          & # 39), tenHourBlk = $ (& # 39;
            & # 39), hourBlk = $ (& # 39;
              & # 39) tenMinuteBlk = $ (& # 39;
                & # 39), minuteBlk = $ (& # 39;
                  & # 39) tenSecondBlk = $ (& # 39;
                    & # 39), secondBlk = $ (& # 39;
                      & # 39), itemTmp = & # 39;
                    • {{Num}}
                      {{Num}}
                    • & # 39 ;; if (dateDif <0) { Second = ten seconds = minute = ten minutes = hour = ten hours = day = ten days = hunDay = thos = 0; } if (second <= 0) secondBefore = 9; if (tenSecond <= 0) tenSecondBefore = 5; if (minute <= 0) minuteBefore = 9; if (ten minutes <= 0) tenMinuteBefore = 5; if (hour <= 0) hourBefore = 5; if (tenhours <= 0) tenHourBefore = 2; if (day <= 0) dayBefore = 9; if (tenDay <= 0) tenDayBefore = 9; if (hunDay <= 0) hunDayBefore = 9; if (thosDay <= 0) thosDayBefore = 9; // create html structure $ (& # 39; countDownClock & # 39;). attach (container); dayContainer.prependTo (container) .append (dayBlk) .append (tenDayBlk) .append (hunDayBlk) .append (thosDayBlk); for (var i = 0, flip = dayContainer.find (& # 39; flip & # 39;); i < flip.length; i++) { var curFlip = flip.eq(i); for (var j = 9; j >= 0; J--) { curFlip.append (Mustache.to_html (itemTmp, {num: j})); } } container.append (tenHourBlk); for (var j = 2; j> = 0; j--) { tenHourBlk.append (Mustache.to_html (itemTmp, {num: j})); } container.append (hourBlk); for (var j = 9; j> = 0; j--) { hourBlk.append (Mustache.to_html (itemTmp, {num: j})); } for (var j = 3; j> = 0; j--) { hourBlk.append (Mustache.to_html (itemTmp, {num: j})); } container.append (tenMinuteBlk); for (var j = 5; j> = 0; j--) { tenMinuteBlk.append (Mustache.to_html (itemTmp, {num: j})); } container.append (minuteBlk); for (var j = 9; j> = 0; j--) { minuteBlk.append (Mustache.to_html (itemTmp, {num: j})); } container.append (tenSecondBlk); for (var j = 5; j> = 0; j--) { tenSecondBlk.append (Mustache.to_html (itemTmp, {num: j})); } container.append (secondBlk); for (var j = 9; j> = 0; j--) { secondBlk.append (Mustache.to_html (itemTmp, {num: j})); } // set timer $ (& # 39 ;, countDownClock .flip.secondPlay li: nth-child (& # 39; + (10 - secondBefore) + & # 39;) & # 39;). addClass (& # 39; pre-before & # 39;); $ (& # 39 ;, countDownClock.flip.secondPlay li: nth-child (& # 39; + (10-second) + & # 39;) & # 39;). addClass (& # 39; pre-active & # 39;); $ (& # 39 ;, countDownClock .flip.tensecondPlay li: nth-child (& # 39; + (6-thSecondBefore) + & # 39;) & # 39;). addClass (& # 39; pre-before-before & # 39;); $ (& # 39 ;, countDownClock .flip.tensecondPlay li: nth-child (& # 39; + (6thSecond) + & # 39;) & # 39;). addClass (& # 39; pre-active & # 39;); $ (& # 39; countDownClock .flip.minutePlay li: nth-child (& # 39; + (10 - minuteBefore) + & # 39;) & # 39;). addClass (& # 39; pre before & # 39;); $ (& # 39; countDownClock .flip.minutePlay li: nth-child (& # 39; + (10 minutes) + & # 39;) & # 39;). addClass (& # 39; pre-active & # 39;); $ (& # 39; countDownClock .flip.tenminutePlay li: nth-child (& # 39; + (6-thminuteBefore) + & # 39;) & # 39;). addClass (& # 39; pre-before-before & # 39;); $ (& # 39; countDownClock .flip.tenminutePlay li: nth-child (& # 39; + (6th-minute) + & # 39;) & # 39;). addClass (& # 39; pre-active & # 39;); $ (& # 39; countDownClock .flip.hourPlay li: nth-child (& # 39; + (10-hourBefore) + & # 39;) & # 39;). addClass (& # 39; pre-before & # 39;); $ (& # 39; countDownClock.flip.hourPlay li: nth-child (& # 39; + (10-hour) + & # 39;) & # 39;). addClass (& # 39; pre-active & # 39;); $ (& # 39 ;, countDownClock .flip.tenhourPlay li: nth-child (& # 39; + (3 - tenHourBefore) + & # 39;) & # 39;). addClass (& # 39; pre-before-before & # 39;); $ (& # 39; countDownClock .flip.tenhourPlay li: nth-child (& # 39; + (3-tenHour) + & # 39;) & # 39;). addClass (& # 39; pre-active & # 39;); $ (& # 39 ;, countDownClock .flip.dayPlay li: nth-child (& # 39; + (10-dayBefore) + & # 39;) & # 39;). addClass (& # 39; pre before & # 39;); $ (& # 39; countDownClock .flip.dayPlay li: nth-child (& # 39; + (10-day) + & # 39;) & # 39;). addClass (& # 39; pre-active & # 39;); $ (# CountDownClock.flip.tendayPlay li: nth-child (& # 39; + (10-thDayBefore) + & # 39;) & # 39;). addClass (& # 39; pre-before-before & # 39;); $ (& # 39; countDownClock.flip.tendayPlay li: nth-child (& # 39; + (10-thDay) + & # 39;) & # 39;). addClass (& # 39; pre-active & # 39;); $ (& # 39 ;, countDownClock .flip.hundayPlay li: nth-child (& # 39; + (10 - hunDayBefore) + & # 39;) & # 39;). addClass (& # 39; pre-before-before & # 39;); $ (& # 39; countDownClock.flip.hundayPlay li: nth-child (& # 39; + (10-hunDay) + & # 39;) & # 39;). addClass (& # 39; pre-active & # 39;); $ (& # 39 ;, countDownClock .flip.thosdayPlay li: nth-child (& # 39; + (10 - thosDayBefore) + & # 39;) & # 39;). addClass (& # 39; pre-before-before & # 39;); $ (& # 39 ;, countDownClock.flip.thosdayPlay li: nth-child (& # 39; + (10-thosDay) + & # 39;) & # 39;). addClass (& # 39; pre-active & # 39;); // hide days-blk if 0 if (thosDay == 0) { container.css ( Width width #, container.width () - dayBlk.width () - (parseInt (dayBlk.css (& margin #)) * 2) ); thosDayBlk.hide (); } if (hunDay == 0 && thosDay == 0) { container.css ( Width width #, container.width () - dayBlk.width () - (parseInt (dayBlk.css (& margin #)) * 2) ); hunDayBlk.hide (); } if (tenDay == 0 && thosDay == 0 && hunDay == 0) { container.css ( Width width #, container.width () - dayBlk.width () - (parseInt (dayBlk.css (& margin #)) * 2) ); tenDayBlk.hide (); } if (day == 0 && thosDay == 0 && hunDay == 0 && tenDay == 0) { container.css ( Width width #, container.width () - dayBlk.width () - (parseInt (dayBlk.css (& margin #)) * 2) ); dayBlk.hide (); dayContainer.hide (); } if (dateDif> 0) { clockTick = setInterval (function () { ticksCount--; if (ticksCount> = 0) countDownClock.countChange (secondBlk); otherwise { if ($ (& # 39; countDownClock .secondPlay .active .inn & # 39;). html ()! = & # 39; 0 & # 39;) countDownClock.countChange (secondBlk); otherwise clearInterval (clockTick); } }, 1000); } }, countChange: Function (Flip) { $ ("body"). removeClass ("play"); var aa = flip.find (& # 39; li.active & # 39;) if (aa.html () == undefined) { aa = flip.find ("li.pre-active"); aa.removeClass (& # 39; pre-active & # 39;); flip.find ("li.pre-before"). removeClass (& # 39; pre-before-before & # 39;); } if (aa.parent (). hasClass (& # 39; hourPlay & # 39;) && aa.is (": nth-child (10)")) { var bb = flip.prev (). find (& # 39; li.active & # 39;); if (bb.html () == undefined) bb = flip.prev (). find (# li.pre-active #); $ (". countDownClock ul.hourPlay li"). removeClass ("before"); aa.addClass ("before"). removeClass ("active"); if (bb.is (": last-child")) { aa = $ (". countDownClock ul.hourPlay li"). eq (10); } otherwise { aa = $ (". countDownClock ul.hourPlay li"). eq (0); } aa.addClass ("active") .closest ("body") .addClass ("play"); // shit something to find the previous clock block prevFlip = flip.prev (); if (! prevFlip.hasClass (& # 39; flip & # 39;) && prevFlip.length> 0) prevFlip = prevFlip.prev (& # 39; & # 39;); if (prevFlip.length> 0) countDownClock.countChange (prevFlip); } else if (aa.is (": last-child")) { flip.find (& # 39; li & # 39;). removeClass ("before"); aa.addClass ("before"). removeClass ("active"); aa = flip.find ("li"). eq (0); aa.addClass ("active") .closest ("body") .addClass ("play"); // shit something to find the previous clock block if (flip.hasClass (& # 39; days & # 39;)) { prevFlip = flip.next (); } otherwise { prevFlip = flip.prev (); if (prevFlip.hasClass (& # 39; day-container & # 39;)) { prevFlip = prevFlip.find (& # 39;. flip.dayPlay & # 39;); } } if (prevFlip.length> 0) countDownClock.countChange (prevFlip); } otherwise { flip.find (& # 39; li & # 39;). removeClass ("before"); aa.addClass ("before") .removeClass ("active") .next ("li") .addClass ("active") .closest ("body") .addClass ("play"); } } } countDownClock.iniClock ($ (# countDownClock) # attr (# data-to-date #);); // YYYY: MM: DD: hh: mm: ss

});