How do I use an Input axis instead of Input.mousePosition???

Hello… so i’m building a spaceship game with code I got from another project. The inputs used to use mouse to calculate rotation and all that other stuff, but now I’m trying to use an xbox controller with inputs I have already set up. The problem is that I can’t use:

float temp = Vector2.Distance(Input.GetAxis ("“xbox_mac_R Joystick_Horizontal”, screenCenter);

because I get these error messages:

The best overloaded method match for `UnityEngine.Vector2.Distance(UnityEngine.Vector2, UnityEngine.Vector2)’ has some invalid arguments.

And:

#1’ cannot convert float' expression to type UnityEngine.Vector2’

Any help would be excellent! Here is my original code without any errors:

using UnityEngine;
using System.Collections;

public class Ship_Rotate : MonoBehaviour {

public float rotateSpeed;
public float centerSize;
public float control;
Rigidbody myBody;
Vector2 screenCenter;

void Start () 
{
	screenCenter = new Vector2 (Screen.width/2, Screen.height/2);
	myBody = GetComponent<Rigidbody>();
}

void Update () 
{
	float temp = Vector2.Distance(Input.GetAxis ("xbox_mac_R Joystick_Horizontal"), screenCenter);

	if(Input.GetButton("xbox_mac_LB"))
	{
		myBody.AddRelativeTorque(0, 0, rotateSpeed * Time.deltaTime);
	}
	else if (Input.GetButton("xbox_mac_RB"))
	{
		myBody.AddRelativeTorque(0, 0, -rotateSpeed * Time.deltaTime);
	}

	if (temp>centerSize)
	{
		if (Input.GetAxis("xbox_mac_R Joystick_Horizontal") > screenCenter.x + centerSize/2)
		{
			myBody.AddRelativeTorque (0, rotateSpeed * (Time.deltaTime*temp/control), 0);
		}
		else if (Input.GetAxis("xbox_mac_R Joystick_Horizontal") <screenCenter.x - centerSize/2)
		{
			myBody.AddRelativeTorque (0, -rotateSpeed * (Time.deltaTime*temp/control), 0);
		}
		if (Input.GetAxis("xbox_mac_R Joystick_Vertical") > screenCenter.y + centerSize/2)
		{
			myBody.AddRelativeTorque (-rotateSpeed * (Time.deltaTime*temp/control), 0, 0);
		}
		else if (Input.GetAxis("xbox_mac_R Joystick_Vertical") < screenCenter.y - centerSize/2)
		{
			myBody.AddRelativeTorque (rotateSpeed * (Time.deltaTime*temp/control), 0, 0);
		}
	}
}

}

Input.GetAxis return a float so you can´t use it with the Vector2.Distance.

Here is some code from the Unity manual to rotate and object using GetAxis:

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float horizontalSpeed = 2.0F;
    public float verticalSpeed = 2.0F;
    void Update() {
        float h = horizontalSpeed * Input.GetAxis("Mouse X");
        float v = verticalSpeed * Input.GetAxis("Mouse Y");
        transform.Rotate(v, h, 0);
    }
}