/// <summary>
 /// Enables an inputGroupTag.
 /// For example can the inputGroupTag be Shooting, then all keyCodes that has the Shooting-tag, will be enabled.
 /// This can be handy if we want to enable some parts of the keys at once, for example when the player exits a shop, or when a dialogue disappears.
 /// </summary>
 /// <param name="inputGroupTag"></param>
 public void EnableInputGroupTag(InputGroupTag inputGroupTag)
 {
     this.disabledInputGroupTags.Remove(inputGroupTag);
 }
 /// <summary>
 /// Disable an inputGroupTag.
 /// For example can the inputGroupTag be Movement, then all keyCodes that has the Movement-tag, will be disabled.
 /// This can be handy if we want to disable some parts of the keys at once, for example in a cut scene, or when a dialogue appears.
 /// </summary>
 /// <param name="inputGroupTag"></param>
 public void DisableInputGroupTag(InputGroupTag inputGroupTag)
 {
     this.disabledInputGroupTags.Add(inputGroupTag);
 }