public string GetBindName(gameplayActions actionToRebind, bool isAlt)
    {
        switch (actionToRebind)
        {
        case gameplayActions.ViewVector:
        {
            return(playerInput.Gameplay.Look.bindings[1].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.MoveVector:
        {
            return(playerInput.Gameplay.Move.bindings[5].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.MoveU:
        {
            return(playerInput.Gameplay.Move.bindings[1].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.MoveD:
        {
            return(playerInput.Gameplay.Move.bindings[2].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.MoveL:
        {
            return(playerInput.Gameplay.Move.bindings[3].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.MoveR:
        {
            return(playerInput.Gameplay.Move.bindings[4].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.ActionMain:
        {
            return(playerInput.Gameplay.InteractYes.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.ActionCancel:
        {
            return(playerInput.Gameplay.InteractNo.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.ActionHold:
        {
            return(playerInput.Gameplay.InteractHold.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.Blink:
        {
            return(playerInput.Gameplay.Blink.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.Crouch:
        {
            return(playerInput.Gameplay.CrouchTrigger.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.Run:
        {
            return(playerInput.Gameplay.RunHold.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.Inventory:
        {
            return(playerInput.Gameplay.Inventory.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.Save:
        {
            return(playerInput.Gameplay.Save.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.Pause:
        {
            return(playerInput.Gameplay.Pause.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.RadioNext:
        {
            return(playerInput.Gameplay.RadioNext.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        case gameplayActions.RadioPast:
        {
            return(playerInput.Gameplay.RadioBack.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice));

            break;
        }

        default:
        {
            return("what");

            break;
        }
        }
    }
    public void DoRebind(gameplayActions actionToRebind, bool isAlt)
    {
        switch (actionToRebind)
        {
        case gameplayActions.MoveU:
        {
            RemapButtonClicked(playerInput.Gameplay.Move, false, "Button", 1);
            break;
        }

        case gameplayActions.MoveD:
        {
            RemapButtonClicked(playerInput.Gameplay.Move, false, "Button", 2);
            break;
        }

        case gameplayActions.MoveL:
        {
            RemapButtonClicked(playerInput.Gameplay.Move, false, "Button", 3);
            break;
        }

        case gameplayActions.MoveR:
        {
            RemapButtonClicked(playerInput.Gameplay.Move, false, "Button", 4);
            break;
        }

        case gameplayActions.MoveVector:
        {
            RemapButtonClicked(playerInput.Gameplay.Move, false, "Vector2", 5);
            break;
        }

        case gameplayActions.ViewVector:
        {
            RemapButtonClicked(playerInput.Gameplay.Look, false, "Vector2", 1);
            break;
        }

        case gameplayActions.ActionMain:
        {
            RemapButtonClicked(playerInput.Gameplay.InteractYes, isAlt, "Button");
            break;
        }

        case gameplayActions.ActionCancel:
        {
            RemapButtonClicked(playerInput.Gameplay.InteractNo, isAlt, "Button");
            break;
        }

        case gameplayActions.ActionHold:
        {
            RemapButtonClicked(playerInput.Gameplay.InteractHold, isAlt, "Button");
            break;
        }

        case gameplayActions.Blink:
        {
            RemapButtonClicked(playerInput.Gameplay.Blink, isAlt, "Button");
            break;
        }

        case gameplayActions.Crouch:
        {
            RemapButtonClicked(playerInput.Gameplay.CrouchTrigger, isAlt, "Button");
            break;
        }

        case gameplayActions.Run:
        {
            RemapButtonClicked(playerInput.Gameplay.RunHold, isAlt, "Button");
            break;
        }

        case gameplayActions.Inventory:
        {
            RemapButtonClicked(playerInput.Gameplay.Inventory, isAlt, "Button");
            break;
        }

        case gameplayActions.Save:
        {
            RemapButtonClicked(playerInput.Gameplay.Save, isAlt, "Button");
            break;
        }

        case gameplayActions.Pause:
        {
            RemapButtonClicked(playerInput.Gameplay.Pause, isAlt, "Button");
            break;
        }

        case gameplayActions.RadioNext:
        {
            RemapButtonClicked(playerInput.Gameplay.RadioNext, isAlt, "Button");
            break;
        }

        case gameplayActions.RadioPast:
        {
            RemapButtonClicked(playerInput.Gameplay.RadioBack, isAlt, "Button");
            break;
        }
        }
    }