static public int constructor(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         Ballance2.UI.BallanceUI.UILayoutBuilder o;
         Ballance2.Managers.UIManager            a1;
         checkType(l, 2, out a1);
         o = new Ballance2.UI.BallanceUI.UILayoutBuilder(a1);
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int BuildLayoutByTemplate(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 5)
         {
             Ballance2.UI.BallanceUI.UILayoutBuilder self = (Ballance2.UI.BallanceUI.UILayoutBuilder)checkSelf(l);
             System.String a1;
             checkType(l, 2, out a1);
             System.String a2;
             checkType(l, 3, out a2);
             System.Collections.Generic.Dictionary <System.String, Ballance2.CoreBridge.GameHandler> a3;
             checkType(l, 4, out a3);
             System.String[] a4;
             checkArray(l, 5, out a4);
             var ret = self.BuildLayoutByTemplate(a1, a2, a3, a4);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(string), typeof(string), typeof(System.String[]), typeof(System.String[]), typeof(System.String[])))
         {
             Ballance2.UI.BallanceUI.UILayoutBuilder self = (Ballance2.UI.BallanceUI.UILayoutBuilder)checkSelf(l);
             System.String a1;
             checkType(l, 2, out a1);
             System.String a2;
             checkType(l, 3, out a2);
             System.String[] a3;
             checkArray(l, 4, out a3);
             System.String[] a4;
             checkArray(l, 5, out a4);
             System.String[] a5;
             checkArray(l, 6, out a5);
             var ret = self.BuildLayoutByTemplate(a1, a2, a3, a4, a5);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(string), typeof(string), typeof(System.String[]), typeof(Ballance2.CoreBridge.GameEventHandlerDelegate[]), typeof(System.String[])))
         {
             Ballance2.UI.BallanceUI.UILayoutBuilder self = (Ballance2.UI.BallanceUI.UILayoutBuilder)checkSelf(l);
             System.String a1;
             checkType(l, 2, out a1);
             System.String a2;
             checkType(l, 3, out a2);
             System.String[] a3;
             checkArray(l, 4, out a3);
             Ballance2.CoreBridge.GameEventHandlerDelegate[] a4;
             checkArray(l, 5, out a4);
             System.String[] a5;
             checkArray(l, 6, out a5);
             var ret = self.BuildLayoutByTemplate(a1, a2, a3, a4, a5);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 7)
         {
             Ballance2.UI.BallanceUI.UILayoutBuilder self = (Ballance2.UI.BallanceUI.UILayoutBuilder)checkSelf(l);
             System.String a1;
             checkType(l, 2, out a1);
             System.String a2;
             checkType(l, 3, out a2);
             System.String[] a3;
             checkArray(l, 4, out a3);
             SLua.LuaFunction[] a4;
             checkArray(l, 5, out a4);
             SLua.LuaTable a5;
             checkType(l, 6, out a5);
             System.String[] a6;
             checkArray(l, 7, out a6);
             var ret = self.BuildLayoutByTemplate(a1, a2, a3, a4, a5, a6);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function BuildLayoutByTemplate to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }