public bool Update(float deltaTime, ref AxisBase axis)
        {
            if (!string.IsNullOrEmpty(name))
            {
                try { inputValue = CinemachineCore.GetInputAxis(name); }
                catch (ArgumentException) {}
                //catch (ArgumentException e) { Debug.LogError(e.ToString()); }
            }

            float input = inputValue * multiplier;

            if (deltaTime < Epsilon)
            {
                mCurrentSpeed = 0;
            }
            else
            {
                float speed    = input / deltaTime;
                float dampTime = Mathf.Abs(speed) < Mathf.Abs(mCurrentSpeed) ? decelTime : accelTime;
                speed         = mCurrentSpeed + Damper.Damp(speed - mCurrentSpeed, dampTime, deltaTime);
                mCurrentSpeed = speed;

                // Decelerate to the end points of the range if not wrapping
                float range = axis.m_MaxValue - axis.m_MinValue;
                if (!axis.m_Wrap && decelTime > Epsilon && range > Epsilon)
                {
                    float v0 = ClampValue(ref axis, axis.m_Value);
                    float v  = ClampValue(ref axis, v0 + speed * deltaTime);
                    float d  = (speed > 0) ? axis.m_MaxValue - v : v - axis.m_MinValue;
                    if (d < (0.1f * range) && Mathf.Abs(speed) > Epsilon)
                    {
                        speed = Damper.Damp(v - v0, decelTime, deltaTime) / deltaTime;
                    }
                }
                input = speed * deltaTime;
            }

            axis.m_Value = ClampValue(ref axis, axis.m_Value + input);
            return(Mathf.Abs(inputValue) > Epsilon);
        }