Closures in UnrealScript
UnrealScript supports anonymous functions and closures, although the syntax and implementation differ from many other languages. In this example, we’ve translated the concept of closures to UnrealScript.
The intSeq
function returns a delegate (UnrealScript’s equivalent of a function pointer) that increments and returns an integer. This delegate forms a closure over the local variable i
.
In the DefaultProperties
function (which serves as our main function in this context), we create an instance of the closure by calling intSeq()
and assigning it to nextInt
. We then call this delegate multiple times to demonstrate that it maintains its own state.
To show that each closure has its own independent state, we create a new closure newInts
and call it once.
Note that UnrealScript doesn’t have a direct equivalent to Go’s fmt.Println()
, so we use the log
statement (represented by the backtick syntax `log()
) to output to the console.
This example demonstrates how UnrealScript can use delegates to achieve functionality similar to closures in other languages, allowing for the creation of functions that maintain their own state between calls.