public virtual void Update(GameTime gameTime)
        {
            PreviousScene.Update(gameTime);

            _fadeTime = OrionMath.LinearInterpolate(0.0f, 1.0f, _elapsed);

            if (_elapsed <= 1.0f)
            {
                _elapsed += gameTime.ElapsedGameTime.Milliseconds / FadeDuration;
            }
            else
            {
                if (Elapsed != null)
                {
                    Elapsed(this, new EventArgs());
                }
            }
        }