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using UnityEngine;

public class ArrayDeletionExample : MonoBehaviour
{
    void Start()
    {
        string[] fruits = new string[] { "Apple", "Banana", "Orange" };

        // Banana¤òºï½ü¤·¤¿¤¤¤¬¡¢Í×ÁǤεͤᾤ·¤¬Æñ¤·¤¤
    }
}

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using System.Collections.Generic;
using UnityEngine;

public class ListDeletionExample : MonoBehaviour
{
    void Start()
    {
        List<string> fruits = new List<string> { "Apple", "Banana", "Orange" };

        fruits.Remove("Banana");

        foreach (string fruit in fruits)
        {
            Debug.Log("Fruit: " + fruit);
        }
    }
}

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List ¤Ç¤ÏÍ×ÁǤκï½ü¤¬´Êñ¤«¤Ä°ÂÁ´¤Ë¹Ô¤¨¤Þ¤¹¡£


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°ìÊý¤ÇList¤Ï¡¢Í×ÁÇ¿ô¤¬ÊÑÆ°¤¹¤ë²ÄǽÀ­¤¬¤¢¤ë¾ì¹ç¤ä¡¢Í×ÁǤÎÄɲᦺï½ü¤¬ÉÑÈˤ˹Ԥï¤ì¤ë¾ì¹ç¤ËŬ¤·¤Æ¤¤¤Þ¤¹¡£

// ÇÛÎó¤ÎÀë¸À¤È½é´ü²½
int[] scores = new int[3] { 100, 200, 300 };

// List¤ÎÀë¸À¤È½é´ü²½
List<int> scoreList = new (){ 100, 200, 300 };
scoreList.Add(400); // Í×ÁǤÎÄɲÃ
scoreList.RemoveAt(0); // Í×ÁǤκï½ü


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// ÇÛÎó¤Î¾ì¹ç
string[] array = new string[3];
// ¿·¤·¤¤Í×ÁǤòÄɲ乤ë¤Ë¤ÏÍ×ÁÇ¿ô¤òÊѹ¹¤¹¤ëɬÍפ¬¤¢¤ë

// List¤Î¾ì¹ç
List<string> list = new List<string>();
// ¿·¤·¤¤Í×ÁǤòÄɲ乤ëºÝ¡¢¥µ¥¤¥º¤ÎÊѹ¹¤ÏÉÔÍ×


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// ÇÛÎó¤Î¾ì¹ç
string[] array = new string[] { "Apple", "Banana", "Orange" };
// Í×ÁǤòºï½ü¤·¤Æ¶õ¤­¤ò´ÉÍý¤¹¤ë¤Î¤¬Æñ¤·¤¤

// List¤Î¾ì¹ç
List<string> list = new List<string> { "Apple", "Banana", "Orange" };
list.Remove("Banana");
// Í×ÁǤòºï½ü¤·¤Æ¤â¼«Æ°Åª¤ËµÍ¤á¤é¤ì¤ë



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using System.Collections.Generic;
using UnityEngine;

public class PlayerInventory : MonoBehaviour
{
    List<string> items = new List<string>();

    void Start()
    {
        // ¥¢¥¤¥Æ¥à¤ÎÄɲÃ
        items.Add("Sword");
        items.Add("Shield");
        items.Add("Potion");

        // ¥¢¥¤¥Æ¥à¤Îɽ¼¨
        foreach (string item in items)
        {
            Debug.Log("Player has: " + item);
        }
    }
}


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using System.Collections.Generic;
using UnityEngine;

public class EnemySpawner : MonoBehaviour
{
    public GameObject enemyPrefab;
    List<Transform> spawnPoints = new List<Transform>();

    void Start()
    {
        // ¥¹¥Ý¡¼¥ó¥Ý¥¤¥ó¥È¤Î¼èÆÀ
        foreach (Transform spawnPoint in transform)
        {
            spawnPoints.Add(spawnPoint);
        }

        // Ũ¤Î½Ð¸½
        foreach (Transform spawnPoint in spawnPoints)
        {
            Instantiate(enemyPrefab, spawnPoint.position, Quaternion.identity);
        }
    }
}


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using System.Collections.Generic;
using UnityEngine;

public class ScoreManager : MonoBehaviour
{
    List<int> scoreHistory = new List<int>();

    void AddScore(int score)
    {
        scoreHistory.Add(score);
    }

    void DisplayScoreHistory()
    {
        for (int i = 0; i < scoreHistory.Count; i++)
        {
            Debug.Log("Score #" + (i + 1) + ": " + scoreHistory[i]);
        }
    }
}



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