How do I display the key from input manager in GUI text?

I have been working on a script that when I look at a game object tagged “Drawer” a GUI text object displays “Press ‘e’ to open drawer” but if the input manager has the “Open” axis key changed to any other key the GUI would be misleading. How can I set up the positive button for “Open” as a string variable? This is what I have now:

if(lookingAtHit.transform.gameObject.tag == "Drawer 2"){
        centerText.guiText.text = "Press 'e' to open drawer.";
	centerText.guiText.enabled = true;
	bool x = Input.GetButton("Open");


if(lookingAtHit.transform.gameObject.tag == "Drawer 2"){
        centerText.guiText.text = "Press '" + openButton + "' to open drawer.";
	centerText.guiText.enabled = true;
	bool x = Input.GetButton("Open");

The first code snippet is what I have. The second one is what I want to do but I don’t know how to make the variable openButton.

You cannot get the assigned key using Input Manager. You have to either:

A) buy a asset that lets you like cInput

or

B) make your own that uses Input.GetKey