public float ReadAxis(TAction axialInput) { var inputs = mMapping.ExpandDirectionalInputs(axialInput); // SingleInputPerAxis is not support for keyboard input. There must be 2 inputs // mapped per axis but we don't enforce this, just don't f**k it up. The first // element must be in the negative direction if (UnityEngine.Input.GetKey(inputs[0])) { return(-1f); } else if (UnityEngine.Input.GetKey(inputs[1])) { return(1f); } return(0f); }