void FixedUpdate() { if (v_direction == 4 && selected_flg == true) { animator.speed = 1.0f; this.rb.constraints = RigidbodyConstraints2D.None; this.rb.constraints = RigidbodyConstraints2D.FreezeRotation; if (Input.GetKeyDown(KeyCode.RightArrow)) { v_direction = 0; animator.SetFloat("x", 1); animator.SetFloat("y", 0); count_script.CountAdd(); } else if (Input.GetKeyDown(KeyCode.UpArrow)) { v_direction = 1; animator.SetFloat("x", 0); animator.SetFloat("y", 1); count_script.CountAdd(); } else if (Input.GetKeyDown(KeyCode.LeftArrow)) { v_direction = 2; animator.SetFloat("x", -1); animator.SetFloat("y", 0); count_script.CountAdd(); } else if (Input.GetKeyDown(KeyCode.DownArrow)) { v_direction = 3; animator.SetFloat("x", 0); animator.SetFloat("y", -1); count_script.CountAdd(); } // Debug.Log(v_direction); } else if (v_direction == 4 && selected_flg == false) { animator.speed = 0.0f; this.rb.constraints = RigidbodyConstraints2D.FreezePosition; } //キャラ移動 rb.velocity = new Vector2(v_x[v_direction] * moveSpeed, v_y[v_direction] * moveSpeed); }