public override void AffectParticles( ParticleSystem system, float timeElapsed )
{
float da, dr, dg, db;
da = alphaAdjust * timeElapsed;
dr = redAdjust * timeElapsed;
dg = greenAdjust * timeElapsed;
db = blueAdjust * timeElapsed;
// loop through the particles
for ( int i = 0; i < system.Particles.Count; i++ )
{
Particle p = (Particle)system.Particles[ i ];
// adjust the values with clamping ([0,1] in this case)
p.Color.a = AdjustWithClamp( p.Color.a, da );
p.Color.r = AdjustWithClamp( p.Color.r, dr );
p.Color.g = AdjustWithClamp( p.Color.g, dg );
p.Color.b = AdjustWithClamp( p.Color.b, db );
}
}