Here’s the translation of the Go code to UnrealScript, along with explanations in Markdown format suitable for Hugo:
This UnrealScript code demonstrates how to implement command-line subcommands similar to the Go example. However, UnrealScript doesn’t have built-in support for command-line argument parsing like Go’s flag package. Instead, we’ve implemented a basic argument parsing system using UnrealScript’s language features.
Here’s how it works:
We define a FlagSet struct to represent subcommands and their arguments.
The Init function sets up the subcommands “foo” and “bar”.
The ParseArguments function takes an array of strings (simulating command-line arguments) and parses them based on the subcommand.
ParseKeyValueArg and ParseFlagArg handle different types of arguments (key-value pairs and flags).
OutputParsedArguments displays the parsed arguments, similar to the Go example.
To use this in UnrealScript, you would typically call these functions from an event or another function, passing in the arguments as an array of strings. For example:
This would produce output similar to the Go example:
Note that UnrealScript doesn’t have a direct equivalent to Go’s command-line execution environment. This implementation simulates that behavior within the context of Unreal Engine’s scripting system.