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()); } } }