/// <summary>
        /// Instructs the Scene Manager to change the actual scene
        /// </summary>
        /// <param name="scene">The new Scene</param>
        /// <param name="transition">The transition between the actual scene and the new scene</param>
        /// <returns></returns>
        public void ChangeScene(GameScreen scene, TransitionScreen transFX)
        {
            this.NextScene = scene.Name;
            this.transition = transFX;

            this.InTransition = true;

            AddScene(scene);
        }
        /// <summary>
        /// Adds a Scene to the Scene Manager
        /// </summary>
        /// <param name="scene">The Scene to add</param>
        private void AddScene(GameScreen scene)
        {
            scenesToUpdate.Add(scene.Name, scene);

            if (!SceneList.Contains(scene))
                SceneList.Add(scene);
        }
 public void PopUp(GameScreen scene, TransitionScreen transFX)
 {
 }
 public void PopUp(GameScreen scene, TransitionScreen transFX)
 {
 }
        /// <summary>
        /// Advance to the next screen
        /// </summary>
        /// <param name="s">New Scene if there is no other to advance</param>
        /// <param name="t">The transition effect</param>
        protected void Next(GameScreen s, TransitionScreen t)
        {
            GameScreen next = s;

            if (sceneManager.SceneList.Count() > sceneManager.SceneList.IndexOf(this) + 1)
                next = sceneManager.SceneList.ElementAt(sceneManager.SceneList.IndexOf(this) + 1);

            sceneManager.ChangeScene(next, t);
        }