How to check each key to see which ones are being pressed

I’m making a game with a 3D keyboard that squashes the keys down when you press them, however I have run into an issue. to check that a key is being pressed, I have a script in a parent empty that checks every single letter to see if it’s being pressed and scales the associated child. I use the following code in void Update()

 if (Input.GetKeyDown("q"))
            {
                temp = transform.localScale;
                temp.x = 1.5f;
                temp.y -= .5f;
                temp.z = 1.5f;
                parent.transform.GetChild(0).transform.localScale = temp;
            }
 if (Input.GetKeyUp("q"))
            {
                temp = transform.localScale;
                temp.x = 1.5f;
                temp.y += .5f;
                temp.z = 1.5f;
                parent.transform.GetChild(0).transform.localScale = temp;
            }

 if (Input.GetKeyDown("w"))
            {
                temp = transform.localScale;
                temp.x = 1.5f;
                temp.y -= .5f;
                temp.z = 1.5f;
                parent.transform.GetChild(1).transform.localScale = temp;
            }
 if (Input.GetKeyUp("w"))
            {
                temp = transform.localScale;
                temp.x = 1.5f;
                temp.y += .5f;
                temp.z = 1.5f;
                parent.transform.GetChild(1).transform.localScale = temp;
            }

This does work for every letter I add, but it’s tedious and seriously long. I’d like to know if there’s an alternative way other than checking every single key individually. I’m a beginner to C# so if you could use easier-to-understand terms it’d be very much appreciated.

If all the keys have the same behaviour:

void Update()
{
    for ( KeyCode key = KeyCode.A ; key <= KeyCode.Z ; ++key )
    {
        if ( Input.GetKeyDown( key ) )
        {
            temp = transform.localScale;
            temp.x = 1.5f;
            temp.y -= .5f;
            temp.z = 1.5f;
            parent.transform.GetChild( 0 ).transform.localScale = temp;
        }

        if ( Input.GetKeyUp( key ) )
        {
            temp = transform.localScale;
            temp.x = 1.5f;
            temp.y += .5f;
            temp.z = 1.5f;
            parent.transform.GetChild( 0 ).transform.localScale = temp;
        }
    }
}

If you want to prevent two keys from being pressed at the same time:

private KeyCode pressedKey = KeyCode.None;

void Update()
{
    for ( KeyCode key = KeyCode.A ; key <= KeyCode.Z ; ++key )
    {
        if ( pressedKey == KeyCode.None && Input.GetKeyDown( key ) )
        {
            temp = transform.localScale;
            temp.x = 1.5f;
            temp.y -= .5f;
            temp.z = 1.5f;
            parent.transform.GetChild( 0 ).transform.localScale = temp;
            pressedKey = key;
        }

        if ( pressedKey == key && Input.GetKeyUp( key ) )
        {
            temp = transform.localScale;
            temp.x = 1.5f;
            temp.y += .5f;
            temp.z = 1.5f;
            parent.transform.GetChild( 0 ).transform.localScale = temp;
            pressedKey = KeyCode.None;
        }
    }
}

According to the details you gave in your comment:

private KeyCode pressedKey = KeyCode.None;

// Order it the way you want
private KeyCode[] keys = new KeyCode[]
{
    KeyCode.A, // Will change child #0
    KeyCode.B,
    KeyCode.C,
    KeyCode.D,
    KeyCode.E,
    KeyCode.F,
    KeyCode.G,
    KeyCode.H,
    KeyCode.I,
    KeyCode.J,
    KeyCode.K, // Will change child #10
    KeyCode.L,
    KeyCode.M,
    KeyCode.N,
    KeyCode.O,
    KeyCode.P,
    KeyCode.Q,
    KeyCode.R,
    KeyCode.S,
    KeyCode.T,
    KeyCode.U,
    KeyCode.V,
    KeyCode.W,
    KeyCode.X,
    KeyCode.Y,
    KeyCode.Z, // Will change child #25
};

void Update()
{
    for ( int keyIndex = 0 ; keyIndex < keys.Length ; ++keyIndex )
    {
        KeyCode key = keys[keyIndex];
        if ( pressedKey == KeyCode.None && Input.GetKeyDown( key ) )
        {
            temp = transform.localScale;
            temp.x = 1.5f;
            temp.y -= .5f;
            temp.z = 1.5f;
            parent.transform.GetChild( keyIndex ).transform.localScale = temp;
            pressedKey = key;
        }

        if ( pressedKey == key && Input.GetKeyUp( key ) )
        {
            temp = transform.localScale;
            temp.x = 1.5f;
            temp.y += .5f;
            temp.z = 1.5f;
            parent.transform.GetChild( keyIndex ).transform.localScale = temp;
            pressedKey = KeyCode.None;
        }
    }
}