public MilitaryTransportEngineFailure(VehicleCollisions vehicleCollisions) { _vehicleCollisions = vehicleCollisions; // Get a random accident AccidentIndex = Utilities.Between(0, AccidentLocations.Length); // Get the random accident coordinates RandomCoordinates = AccidentLocations[AccidentIndex]; }
public IScene GetScene(VehicleCollisions vehicleCollisions) { switch (_sceneNumber) { case 1: return(new SevereCrashWithMilitaryConvoy()); case 2: return(new CarCrashedIntoSewers()); case 3: return(new TrafficFightWithCarCrash()); case 4: return(new TrafficLightMalfunctionWithAccident()); case 5: return(new CarHasDrivenIntoChurch()); case 6: return(new BigAccidentOnBridge()); case 7: return(new TrafficCheckAssistance()); case 8: return(new CarDroveThroughRoadBlock()); case 9: return(new MilitaryTransportEngineFailure(vehicleCollisions)); case 10: return(new CarCrashWithBike()); case 11: return(new CrashWithEmergencyServices()); case 12: return(new HighwayAccident()); case 13: return(new CarCrashWithFire()); case 14: return(new CarPetrolLeak()); default: return(new SevereCrashWithMilitaryConvoy()); } }