(To follow up on http://www.gamedev.net/topic/591814-funcdefs-to-member-functions/ and http://www.gamedev.net/topic/607706-lambda-functions/ and http://www.angelcode.com/angelscript/sdk/docs/manual/doc_adv_coroutine.html ...)
I'm wondering how to allow a script to spawn a coroutine where the function signature (of the function to call in the newly-spawned script context) is not fixed/known ahead of time (and provide those parameters).
Using the script funcdef syntax, a script can create a function handle to a function-signature that I can't anticipate ahead of time. I'd like the script to then be able to spawn a coroutine using that handle as the starting point, and provide whatever params that function needs.
Is there any precedent for doing this? Or is it best to limit the script-side spawning of coroutines to a function signature that takes no params, or predefined-ahead-of-time number/type of params?
Edited by iraxef, 18 December 2013 - 02:01 PM.