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 }