/// <summary>
 /// Returns the raw axis value, ignoring deadzone
 /// </summary>
 /// <param name="axisID">The axis to check</param>
 /// <returns>The raw axis value</returns>
 public float GetAxisRaw(eFPEInput axisID)
 {
     if (FPEVirtualAxes.ContainsKey(axisID))
     {
         return(FPEVirtualAxes[axisID].GetValue);
     }
     else
     {
         Debug.LogError("FPEInputManager.GetAxis:: No axis ID '" + axisID + "'. Are you looking for a button instead?");
         return(0.0f);
     }
 }
 public bool GetButtonUp(eFPEInput buttonID)
 {
     if (FPEVirtualButtons.ContainsKey(buttonID))
     {
         return(FPEVirtualButtons[buttonID].GetButtonUp);
     }
     else
     {
         Debug.LogError("FPEInputManager.GetButtonDown:: No button ID '" + buttonID + "'. Are you looking for an axis instead?");
         return(false);
     }
 }
 public FPEInputAxis(eFPEInput id, string name)
 {
     this.id   = id;
     this.name = name;
 }
 public FPEInputButton(eFPEInput id, string name)
 {
     this.id           = id;
     this.friendlyName = name;
 }