(2D Movement) How do I make my sprite move up, down, left, and right, without moving diagonal?

I want to make my sprite move up, down, left, and right, but never diagonal. Also, I wanted to make it with translate, and not with a rigid body. So far, this is the code I have.
`using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Tank : MonoBehaviour
{
[SerializeField] float moveSpeed = 5f;

// Start is called before the first frame update
void Start()
{
    
}

// Update is called once per frame
void Update()
{
    Move();
    SpriteRotate();
}

private void Move()
{
    Vector3 movement= new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0f);
    transform.position += movement * moveSpeed * Time.deltaTime;
}

private void SpriteRotate()
{
    if (Input.GetKeyDown(KeyCode.W))
    {
        transform.eulerAngles = new Vector3(0, 0, 0);
    }

    else if (Input.GetKeyDown(KeyCode.S))
    {
        transform.eulerAngles = new Vector3(0, 0, 180);
    }

    else if (Input.GetKeyDown(KeyCode.A))
    {
        transform.eulerAngles = new Vector3(0, 0, 90);
    }

    else if (Input.GetKeyDown(KeyCode.D))
    {
        transform.eulerAngles = new Vector3(0, 0, -90);
    }
}

}`

Well, you can’t prevent the player from pressing two keys at the same time, so first you need to decide how your game will handle such a case. For instance, you could decide that if there is a vertical and horizontal input at the same time, the vertical movement is prioritized, something like this:

private void Move() { 
   Vector2 movement = Vector2.zero;
   if (Input.GetAxis("Vertical") != 0)
       movement = new Vector2(0, Input.GetAxis("Vertical"));
   else if (Input.GetAxis("Horizontal" != 0)
       movement = new Vector2(Input.GetAxis("Horizontal"), 0);
   transform.position.Translate(movement * moveSpeed * Time.deltaTime);
}

You don’t need a rigidbody to do this, since you directly manipulate the transform position. Using transform.position += […] or transform.Translate([…]) have the same result.