using UnityEditor; public static class SLAssetPostprocessorScene { private static string GetDestPath(string path) { return path.Replace("/Raw/", "/Addressables/"); } public static void OnRemove(string path) { var upperPath = path.ToUpper(); if (upperPath.Contains("ASSETS/RAW/SCENES/") == false || upperPath.Contains(".UNITY") == false) return; var destPath = GetDestPath(path); AssetDatabase.DeleteAsset(destPath); } public static void OnAdd(string path) { var upperPath = path.ToUpper(); if (upperPath.Contains("ASSETS/RAW/SCENES/") == false || upperPath.Contains(".UNITY") == false) return; var destPath = GetDestPath(path); AssetDatabase.DeleteAsset(destPath); SLFileUtility.MakeFolderFromFilePath(destPath); AssetDatabase.CopyAsset(path, destPath); //var scene = AssetDatabase.LoadAssetAtPath(destPath); // TODO: 추가 처리 } }