public float GetAxleState(XboxAxleInputs axis)
        {
            switch (axis)
            {
            case XboxAxleInputs.LeftStickX:
                return(LeftX);

            case XboxAxleInputs.LeftStickY:
                return(LeftY);

            case XboxAxleInputs.LeftTrigger:
                return(LeftTrigger);

            case XboxAxleInputs.RightStickX:
                return(RightX);

            case XboxAxleInputs.RightStickY:
                return(RightY);

            case XboxAxleInputs.RightTrigger:
                return(RightTrigger);
            }

            return(0f);
        }
 public float GetAxleState(XboxAxleInputs axis)
 {
     if (GameLoopEntry.CurrentSequence == UpdateSequence.FixedUpdate)
     {
         return(_currentFixed.GetAxleState(axis));
     }
     else
     {
         return(_current.GetAxleState(axis));
     }
 }