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¡¡°ÜÆ°ÍѤΥ­¡¼ÆþÎϤËÌð°õ¥­¡¼¤òÍøÍѤ¹¤ë¾ì¹ç¡¢Input.GetAxis ¥á¥½¥Ã¥É¤Î³èÍѤ¬°ìÈÌŪ¤Ç¤¹¤¬¡¢KeyCode ¤Ë¹ç¤ï¤»¤Æ if ʸ¤ä switch ʸ¤òÍøÍѤ·¤¿Ê¬´ô½èÍý¤â¼ÂÁõ²Äǽ¤Ç¤¹¡£
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¡¡¤³¤³¤Ç¤Ï¼ÂÁõÎã¤È¤·¤Æ¡¢£³£Ä¶õ´ÖÆâ¤Î°ÜÆ°¤È²óž¤Ë¤Ä¤¤¤Æ KeyCode ¤ò¥Þ¥Ã¥Ô¥ó¥°¤·¤Æ¤¤¤Þ¤¹¡£
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¡¡Transform ¤òÍøÍѤ·¤¿°ÜÆ°¤Î¥±¡¼¥¹¤Ç¤¹¡£


using System.Collections.Generic;
using UnityEngine;
using System.Linq;

public class KeyCodeMappingTransformController : MonoBehaviour
{
    [SerializeField] private float moveSpeed = 1.0f;  // °Üư®ÅÙ

    private Vector3 prevPosition;   ¡¡¡¡¡¡¡¡¡¡¡¡¡¡    // Á°²ó¤ÎºÂɸ
¡¡¡¡public Vector3 PrevPosition => prevPosition;      // ¥×¥í¥Ñ¥Æ¥£


    // KeyCode ¤È°ÜÆ°Êý¸þ¤ò¥Þ¥Ã¥Ô¥ó¥°
    private Dictionary<KeyCode, Vector3> directionMappings = new ()
    {
        { KeyCode.UpArrow, Vector3.up },
        { KeyCode.DownArrow, Vector3.down },
        { KeyCode.LeftArrow, Vector3.left },
        { KeyCode.RightArrow, Vector3.right }
    };

    // KeyCode ¤È²óžÊý¸þ¤ò¥Þ¥Ã¥Ô¥ó¥°
    private Dictionary<KeyCode, Quaternion> rotationMappings = new ()
    {
        { KeyCode.UpArrow, Quaternion.Euler(0, 0, 0) },
        { KeyCode.DownArrow, Quaternion.Euler(0, 0, 180) },
        { KeyCode.LeftArrow, Quaternion.Euler(0, 0, 90) },
        { KeyCode.RightArrow, Quaternion.Euler(0, 0, 270) }
    };


    void Update()
    {
        Move();
    }

    /// <summary>
    /// °ÜÆ°
    /// </summary>
    private void Move()
    {
        Vector3 position = transform.position;

	// °ÜÆ°Á°¤Î°ÌÃÖ¤òÊݸ
        prevPosition = position;

        // ¥­¡¼ÆþÎϤˤè¤ë°ÜÆ°Êý¸þ¤Î³Îǧ
        KeyCode keyCode = directionMappings
            .Where(kvp => Input.GetKey(kvp.Key))
            .Select(kvp => kvp.Key)
            .SingleOrDefault();

        if (keyCode != KeyCode.None)
        {
¡¡¡¡¡¡¡¡¡¡¡¡// °ÜÆ°
            position += directionMappings[keyCode] * moveSpeed;
            transform.position = position;

¡¡¡¡¡¡¡¡¡¡¡¡// ²óž
            Turn(keyCode);
        }
    }

    /// <summary>
    /// ²óž
    /// </summary>
    /// <param name="keyCode"></param>
    private void Turn(KeyCode keyCode)
    {
        if (rotationMappings.TryGetValue(keyCode, out Quaternion rotation))
        {
            // ²óž
            transform.rotation = rotation;
        }
    }
}


¡ã¥Þ¥Ã¥Ô¥ó¥°¤È LINQ ¤òÍøÍѤ·¤¿½èÍý¡ä


¡¡²¼µ­¤Î½èÍý¤ÎÉôʬ¤Ë¤ª¤¤¤Æ¡¢KeyCode ¤È¤½¤ì¤ËÂбþ¤¹¤ëÊý¸þ¡¢¤ª¤è¤Ó²óž³ÑÅÙ¤òɳ¤Å¤±¤·¤Æ¤¤¤Þ¤¹¡£

    // KeyCode ¤È°ÜÆ°Êý¸þ¤ò¥Þ¥Ã¥Ô¥ó¥°
    private Dictionary<KeyCode, Vector3> directionMappings = new ()
    {
        { KeyCode.UpArrow, Vector3.up },
        { KeyCode.DownArrow, Vector3.down },
        { KeyCode.LeftArrow, Vector3.left },
        { KeyCode.RightArrow, Vector3.right }
    };

    // KeyCode ¤È²óžÊý¸þ¤ò¥Þ¥Ã¥Ô¥ó¥°
    private Dictionary<KeyCode, Quaternion> rotationMappings = new ()
    {
        { KeyCode.UpArrow, Quaternion.Euler(0, 0, 0) },
        { KeyCode.DownArrow, Quaternion.Euler(0, 0, 180) },
        { KeyCode.LeftArrow, Quaternion.Euler(0, 0, 90) },
        { KeyCode.RightArrow, Quaternion.Euler(0, 0, 270) }
    };

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º£²ó¤Î¾ì¹ç¤Ç¤Ï¡¢Key ¤ò KeyCode¡¢Value ¤ò Vector3 ¤È¤·¤Æ£±¥»¥Ã¥È¤ËÀßÄꤷ¤Æ¤¤¤Þ¤¹¡£
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        // ¥­¡¼ÆþÎϤˤè¤ë°ÜÆ°Êý¸þ¤Î³Îǧ
        KeyCode keyCode = directionMappings
            .Where(kvp => Input.GetKey(kvp.Key))
            .Select(kvp => kvp.Key)
            .SingleOrDefault();

¡¡Where ¥á¥½¥Ã¥É¤Î¾ò·ï¼°¤È¤·¤Æ Input.GetKey(kvp.Key) ¥á¥½¥Ã¥É¤ò¼Â¹Ô¤·¤Æ¤¤¤Þ¤¹¡£
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¡¡¥Þ¥Ã¥Ô¥ó¥°ºÑ¤Î¤¤¤º¤ì¤«¤Î KeyCode ¤Ë³ºÅö¤·¤¿¾ì¹ç¡¢ Select ¥á¥½¥Ã¥É¤òÍøÍѤ·¤Æ KeyCode ¤¬´Þ¤Þ¤ì¤Æ¤¤¤ë Dicitionary ¤Î Key ¤ò¼èÆÀ¤·¤Þ¤¹¡£
ºÇ¸å¤Ë SingleOrDefault ¥á¥½¥Ã¥É¤òÍøÍѤ·¤Æ¡¢¼èÆÀ¤·¤¿¾ðÊó¤ò£±¤Ä¼è¤ê½Ð¤·¡¢ºÇ½é¤Ë = ¤Îº¸ÊÕ¤ËÍÑ°Õ¤·¤¿ keyCode ÊÑ¿ô¤ËÂåÆþ¤¹¤ë¤³¤È¤Ç¡¢º£²ó¥­¡¼ÆþÎϤµ¤ì¤¿ KeyCode ¤òÆÃÄꤷ¤Æ¤¤¤Þ¤¹¡£



¡¡¤½¤Î¸å¡¢¤½¤Î²¼¤Ë³¤¯½èÍý¤Ç KeyCode ¤ò¥Ï¥ó¥É¥ê¥ó¥°¤·¡¢
¥Þ¥Ã¥Ô¥ó¥° ¤µ¤ì¤Æ¤¤¤ë KeyCode ¤ò¼èÆÀ¤Ç¤­¤Æ¤¤¤ë¾ì¹ç¤Î¤ß¡¢°ÜÆ°¤Î½èÍý¤È²óž¤Î½èÍý¤Ë¤Ä¤Ê¤¬¤ë¤è¤¦¤Ë¤Ê¤Ã¤Æ¤¤¤Þ¤¹¡£

¡¡¡¡¡¡¡¡if (keyCode != KeyCode.None)
        {
¡¡¡¡¡¡¡¡¡¡¡¡// °ÜÆ°
            position += directionMappings[keyCode] * moveSpeed;
            transform.position = position;

¡¡¡¡¡¡¡¡¡¡¡¡// ²óž
            Turn(keyCode);
        }



¡¡°ÜÆ°¤Î½èÍý¤Ë¤Ï Dictionary ¤Î Value ¤Î¾ðÊó¤òÍøÍѤ·¤Æ¤¤¤Þ¤¹¡£

// °ÜÆ°
position += directionMappings[keyCode] * moveSpeed;

¡¡directionMappings[keyCode] ¤Î¤è¤¦¤Ë Dictionary ¤ò Key ¤Ç»ØÄꤹ¤ë¤³¤È¤Ë¤è¤ê¡¢
¤½¤Î Key ¤È¥»¥Ã¥È¤Ë¤Ê¤Ã¤Æ¤¤¤ë Value ¤ò¼è¤ê½Ð¤¹¤³¤È¤¬²Äǽ¤Ç¤¹¡£

¡¡²¾¤Ë Key ¤¬ KeyCode.UpArrow ¤Ç¤¢¤ë¾ì¹ç¡¢ Vector3.up ¤ÎÃͤ¬ Value ¤È¤·¤Æ¼è¤ê½Ð¤µ¤ì¡¢
Àè¤Û¤É¤Î½èÍý¤ËŬÍѤµ¤ì¤Æ¤¤¤Þ¤¹¡£

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// °ÜÆ°(KeyCode.UpArrow ¤Î¤È¤­)
position += Vector3.up * moveSpeed;

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using System.Linq;



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        // ¥­¡¼ÆþÎϤˤè¤ë°ÜÆ°Êý¸þ¤Î³Îǧ
        KeyCode keyCode = directionMappings
            .Where(kvp => Input.GetKey(kvp.Key))
            .Select(kvp => kvp.Key)
            .SingleOrDefault();

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        // ¥­¡¼ÆþÎϤˤè¤ë°ÜÆ°Êý¸þ¤Î³Îǧ
        KeyCode keyCode = directionMappings
            .Where(kvp => Input.GetKey(kvp.Key))
            .Select(kvp => kvp.Key)
            .SingleOrDefault();

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Enumerable.Select ¥á¥½¥Ã¥É
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£³¡¥SingleOrDefault ¥á¥½¥Ã¥É

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        // °ÜÆ°Êý¸þ¤Î³Îǧ
        KeyCode keyCode = directionMappings
            .Where(kvp => Input.GetKey(kvp.Key))
            .Select(kvp => kvp.Key)
            .SingleOrDefault();

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Enumerable.SingleOrDefault ¥á¥½¥Ã¥É
https://learn.microsoft.com/ja-jp/dotnet/api/syste...
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https://pa-n-da-blog.com/c_linq_singleordefault/



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  // °ÜÆ°Êý¸þ¤Î³Îǧ
    KeyCode pressedKeyCode = KeyCode.None;

    // Á´¤Æ¤Î¥­¡¼¤ÈÂбþ¤¹¤ëÊý¸þ¤ò³Îǧ
    foreach (var keyMapping in directionMappings)
    {
        // ¥­¡¼¤¬²¡¤µ¤ì¤Æ¤¤¤ë¤«¤ò³Îǧ
        if (Input.GetKey(keyMapping.Key))
        {
            // ¥­¡¼¤¬²¡¤µ¤ì¤Æ¤¤¤ë¾ì¹ç¡¢¤½¤Î¥­¡¼¥³¡¼¥É¤òµ­Ï¿
            pressedKeyCode = keyMapping.Key;

            // °ì¤Ä¸«¤Ä¤«¤Ã¤¿¤é¥ë¡¼¥×¤ò½ªÎ»
            break;
        }
    }

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¡¡Rigidbody ¤òÍøÍѤ·¤¿°ÜÆ°¤Î¥±¡¼¥¹¤Ç¤¹¡£
¥­¡¼ÆþÎϤȲóž½èÍý¤Ï Update ¥á¥½¥Ã¥É¡¢°ÜÆ°½èÍý¤Ï FixedUpdate ¥á¥½¥Ã¥É¤Èʬ¤±¤Æ³èÍѤ·¤Þ¤¹¡£


using System.Collections.Generic;
using UnityEngine;
using System.Linq;

[RequireComponent(typeof(Rigidbody))]
public class KeyCodeMappingRigidbodyController : MonoBehaviour
{
    [SerializeField] private float moveSpeed = 1.0f;  // °Üư®ÅÙ

    private Rigidbody rb;
    private KeyCode currentKeyCode = KeyCode.None;   // ¸½ºß²¡¤µ¤ì¤Æ¤¤¤ë¥­¡¼

    // KeyCode ¤È°ÜÆ°Êý¸þ¤ò¥Þ¥Ã¥Ô¥ó¥°
    private Dictionary<KeyCode, Vector3> directionMappings = new()
    {
        { KeyCode.UpArrow, Vector3.up },
        { KeyCode.DownArrow, Vector3.down },
        { KeyCode.LeftArrow, Vector3.left },
        { KeyCode.RightArrow, Vector3.right }
    };

    // KeyCode ¤È²óžÊý¸þ¤ò¥Þ¥Ã¥Ô¥ó¥°
    private Dictionary<KeyCode, Quaternion> rotationMappings = new()
    {
        { KeyCode.UpArrow, Quaternion.Euler(0, 0, 0) },
        { KeyCode.DownArrow, Quaternion.Euler(0, 0, 180) },
        { KeyCode.LeftArrow, Quaternion.Euler(0, 0, 90) },
        { KeyCode.RightArrow, Quaternion.Euler(0, 0, 270) }
    };

    private void Start()
¡¡¡¡{
    ¡¡¡¡if (TryGetComponent(out rb))
    ¡¡¡¡{
        ¡¡¡¡rb.freezeRotation = true; // ²óž¤òʪÍý¥¨¥ó¥¸¥ó¤ËǤ¤»¤Ê¤¤¤è¤¦¤Ë¤¹¤ë
    ¡¡¡¡}
¡¡¡¡}

    private void Update()
    {
        // ¥­¡¼ÆþÎϤˤè¤ë°ÜÆ°Êý¸þ¤Î³Îǧ
        currentKeyCode = GetPressedKeyCode();

    ¡¡¡¡if (currentKeyCode == KeyCode.None)
    ¡¡¡¡{
        ¡¡¡¡return;
    ¡¡¡¡}

        // ²óž¤ÏʪÍý±é»»¤Ç¤Ï¤Ê¤¤¤¿¤á¡¢Update¤Ç¸Æ¤Ó½Ð¤¹
        Turn(currentKeyCode);
    }

    /// <summary>
    /// ¥­¡¼ÆþÎϤˤè¤ë°ÜÆ°Êý¸þ¤Î³Îǧ
    /// </summary>
    /// <returns></returns>
    private KeyCode GetPressedKeyCode()
    {
        return directionMappings
            .Where(kvp => Input.GetKey(kvp.Key))
            .Select(kvp => kvp.Key)
            .SingleOrDefault();
    }

    /// <summary>
    /// ²óž
    /// </summary>
    /// <param name="keyCode"></param>
    private void Turn(KeyCode keyCode)
    {
        if (rotationMappings.TryGetValue(keyCode, out Quaternion rotation))
        {
            // ²óž
            transform.rotation = rotation;
        }
    }

¡¡¡¡private void FixedUpdate()
¡¡¡¡{
    ¡¡¡¡if (currentKeyCode == KeyCode.None)
    ¡¡¡¡{
        ¡¡¡¡return;
    ¡¡¡¡}

    ¡¡¡¡// ʪÍý±é»»¤ËɬÍפʾðÊó¤ò°ú¿ô¤È¤·¤ÆÅϤ¹
    ¡¡¡¡Move(currentKeyCode);
¡¡¡¡}

¡¡¡¡/// <summary>
¡¡¡¡/// °ÜÆ°
¡¡¡¡/// </summary>
¡¡¡¡private void Move(KeyCode keyCode)
¡¡¡¡{
    ¡¡¡¡// °ÜÆ°
    ¡¡¡¡Vector3 velocity = directionMappings[keyCode] * moveSpeed;
    ¡¡¡¡rb.velocity = velocity;
¡¡¡¡}
}

¡¡Áá´ü return ½èÍý¤Ë¤è¤ê¡¢if ʸ¤Ë¤è¤ë¥Í¥¹¥È¤ò̵¤¯¤·¤Æ²ÄÆÉÀ­¤Î¹â¤¤½èÍý¤ò¼Â¸½¤·¤Æ¤¤¤Þ¤¹¡£

    /// <summary>
    /// °ÜÆ°
    /// </summary>
    private void Move(KeyCode keyCode)
    {
        if (keyCode != KeyCode.None)
        {
            // °ÜÆ°
            Vector3 velocity = directionMappings[keyCode] * moveSpeed;
            rb.velocity = velocity;
        }
    }

¡¡¤³¤Î¤è¤¦¤Ê½ñ¼°¤Ç¤Ï¤Ê¤¯¤Æ¡¢»öÁ°¤Ë°ÜÆ°²Äǽ¤Ç¤¢¤ë¤³¤È¤òÀººº¤·¤¿¾å¡¢Move ¥á¥½¥Ã¥É¤Ç¤Ï¼Â¹ÔÌ¿Îá¤À¤±¤òµ­½Ò¤·¤Æ¤¤¤Þ¤¹¡£


¡¡¡¡private void FixedUpdate()
¡¡¡¡{
    ¡¡¡¡if (currentKeyCode == KeyCode.None)¡¡¡¡//¡¡¢«¡¡Move ¤Ç¤­¤ë¤«¥Á¥§¥Ã¥¯¤·¡¢¤Ç¤­¤Ê¤¤¤Ê¤é¡¢¤½¤â¤½¤â Move ¤·¤Ê¤¤
    ¡¡¡¡{
        ¡¡¡¡return;
    ¡¡¡¡}

    ¡¡¡¡// ʪÍý±é»»¤ËɬÍפʾðÊó¤ò°ú¿ô¤È¤·¤ÆÅϤ¹
    ¡¡¡¡Move(currentKeyCode);
¡¡¡¡}

¡¡¡¡/// <summary>
¡¡¡¡/// °ÜÆ°
¡¡¡¡/// </summary>
¡¡¡¡private void Move(KeyCode keyCode)
¡¡¡¡{
    ¡¡¡¡// °ÜÆ°
    ¡¡¡¡Vector3 velocity = directionMappings[keyCode] * moveSpeed;
    ¡¡¡¡rb.velocity = velocity;
¡¡¡¡}

¡¡¥Í¥Ã¥È¤Îµ­»ö¤ä¡¢ChatGPT ¤Î²óÅúÎã¤Î¿¤¯¤Ï if ʸ¤Ë¤è¤ë¥Í¥¹¥È½èÍý¤¬Â¿¤¯¤Ê¤ê¤¬¤Á¤Ç¤¹¡£

¡¡Áá´ü return ¤ò³èÍѤ·¡¢¡Öif ¤Ê¤é¤Ð ¡Á ¤¹¤ë¡×¤È¤¤¤¦½ñ¼°¤À¤±¤Ç¤Ï¤Ê¤¯¡¢¡Öif ¤Ê¤é¤Ð ¡Á ¤·¤Ê¤¤¡×¤È¤¤¤¦½ñ¼°¤Î½ñ¤­Êý¤È³èÍÑË¡¤ò³Ð¤¨¤Æ¤¤¤­¤Þ¤·¤ç¤¦¡£


£³¡¥Input.GetAxis ¥á¥½¥Ã¥É¤òÍøÍѤ·¤¿ÊªÍý±é»»¤Ë¤è¤ë°ÜÆ°½èÍý¤ÎÎã


¡¡¾åµ­¤Î£²¤Ä°Ê³°¤ËÍøÍѤµ¤ì¤Æ¤¤¤ë¡¢°ìÈÌŪ¤Ê¼ÂÁõÎã¤âÄ󼨤·¤Æ¤ª¤­¤Þ¤¹¡£


using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(Rigidbody))]
public class AxisMappingRigidbodyController : MonoBehaviour
{
    [SerializeField] private float moveSpeed = 1.0f;  // °Üư®ÅÙ

    private Rigidbody rb;
    private float horizontalInput;
    private float verticalInput;

    private void Start()
    {
        if (TryGetComponent(out rb))
        {
            rb.freezeRotation = true; // ²óž¤òʪÍý¥¨¥ó¥¸¥ó¤ËǤ¤»¤Ê¤¤¤è¤¦¤Ë¤¹¤ë
        }
    }

    private void Update()
    {
        // ¿åÊ¿Êý¸þ¤È¿âľÊý¸þ¤ÎÆþÎϤò¼èÆÀ
        horizontalInput = Input.GetAxis("Horizontal");
        verticalInput = Input.GetAxis("Vertical");

        // ²óž¤ÏʪÍý±é»»¤Ç¤Ï¤Ê¤¤¤¿¤á¡¢Update¤Ç¸Æ¤Ó½Ð¤¹
        Turn();
    }

    private void FixedUpdate()
    {
        // ʪÍý±é»»¤ËɬÍפʾðÊó¤ò°ú¿ô¤È¤·¤ÆÅϤ¹
        Move(horizontalInput, verticalInput);
    }

    /// <summary>
    /// °ÜÆ°
    /// </summary>
    private void Move(float horizontal, float vertical)
    {
        // °ÜÆ°
        Vector3 movement = new Vector3(horizontal, 0, vertical) * moveSpeed;
        rb.velocity = movement;
    }

    /// <summary>
    /// ²óž
    /// </summary>
    private void Turn()
    {
        // Êý¸þ¥Ù¥¯¥È¥ë¤òµá¤á¡¢¤½¤ÎÊý¸þ¤ò¸þ¤¯¤è¤¦¤Ë²óž
        if (horizontalInput != 0 || verticalInput != 0)
        {
            Vector3 direction = new Vector3(horizontalInput, 0, verticalInput);
            Quaternion toRotation = Quaternion.LookRotation(direction, Vector3.up);
            transform.rotation = toRotation;
        }
    }
}

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