public void SetOverlay(Enums.Overlay overlay) { //overlay = Enums.Overlay.None; if (Overlay != null) { Overlay.FreeResources(); } switch (overlay) { case Enums.Overlay.Night: { Overlay = new Graphics.Effects.Overlays.NightOverlay(); } break; case Enums.Overlay.Dawn: { Overlay = new Graphics.Effects.Overlays.DawnOverlay(); } break; case Enums.Overlay.Dusk: { Overlay = new Graphics.Effects.Overlays.DuskOverlay(); } break; default: if (Logic.Maps.MapHelper.ActiveMap.Indoors == false) { switch (Globals.GameTime) { case (Enums.Time.Dawn): { SetOverlay(Enums.Overlay.Dawn); } break; case (Enums.Time.Dusk): { SetOverlay(Enums.Overlay.Dusk); } break; case (Enums.Time.Night): { SetOverlay(Enums.Overlay.Night); } break; default: { Overlay = null; } break; } } else { Overlay = null; } break; } }