private SceneManager()
 {
     TypeOfSceneSaves = SceneSavesType.Load;
     _currentScene = new SceneMap();
 }
        private void UpdateTransition(GameTime gameTime)
        {
            var dt = gameTime.ElapsedGameTime.TotalMilliseconds;
            if (_beginTransitionFade)
            {
                if (_transitionImage.Alpha < 1.0f)
                    _transitionImage.Alpha += 0.1f;
                else
                    _beginTransitionFade = false;
            }
            else
            {
                if (_newScene != null)
                {
                    _currentScene.UnloadContent();
                    _currentScene = _newScene;
                    _currentScene.LoadContent();
                    _newScene = null;
                }

                if (_transitionImage.Alpha > 0.0f)
                    _transitionImage.Alpha -= 0.1f;
                else
                {
                    _transitionImage.IsVisible = false;
                    _isTransitioning = false;
                }
            }
        }