将特定 JSON 字段反序列化为 Unity 中的对象列表

Deserializing specific JSON fields into a list of objects in Unity

对于个人项目,我试图将一个大 Json 数组反序列化为一个对象列表,但是在遵循其他指南时我反复 运行 遇到问题。我有以下 json 文件:

{
  PokemonJSONList : [
    {
      "id": 1,
      "region": "Kanto",
      "name": "Bulbasaur",
      "typeList": [ "Grass", "Poison" ]
    },
    {
      "id": 2,
      "region": "Kanto",
      "name": "Ivysaur",
      "typeList": [ "Grass", "Poison" ]
    },
    {
      "id": 3,
      "region": "Kanto",
      "name": "Venusaur",
      "typeList": [ "Grass", "Poison" ]
    },
    {
      "id": 3,
      "form": "f2",
      "region": "Kalos",
      "name": "Mega Venusaur",
      "typeList": [ "Grass", "Poison" ]
    },
    {
      "id": 3,
      "form": "f3",
      "region": "Galar",
      "name": "G-Max Venusaur",
      "typeList": [ "Grass", "Poison" ]
    },
    {
      "id": 4,
      "region": "Kanto",
      "name": "Charmander",
      "typeList": [ "Fire" ]
    },
...
    {
      "id": 898,
      "form": "f4",
      "region": "Galar",
      "Legend": "true",
      "name": "Shadow Rider Calyrex",
      "typeList": [ "Psychic", "Grass" ]
    }
  ]
}

如您所见,一些 json 条目比其他条目具有更多的键值对,因为此 json 文件不仅仅用于此项目。我只需要名称、区域、类型列表和图例(未显示,因为 json 文件的长度相当长)字段。我也有这个 class:

[System.Serializable]
public class PokemonList : MonoBehaviour
{
    public List<PokemonOBJ> PokemonJSONList;
}

旨在接收此 json 数据,以及此 class:

[System.Serializable]
public class PokemonOBJ : MonoBehaviour
{
    public string Name { get; set; }
    public string Region { get; set; }
    public List<string> TypeList { get; set; }
    public bool Legend { get; set; }
}

作为存储每个条目数据的基础对象。但是,当尝试序列化 json 文件时:

string jsonString = @"Assets/JSON/data.json";
    public PokemonList PokemonDB;
PokemonDB = JsonUtility.FromJson<PokemonList>(jsonString);

导致“无法将 JSON 反序列化为 PokemonList 类型的新实例” 我使用的教程显示将 PokemonOBJ 用于 FromJson,但这会导致 vs 本身出现错误,我在这里对如何使其正常工作以及我做错了什么感到有点迷茫。

来自docs

Only plain classes and structures are supported; classes derived from UnityEngine.Object (such as MonoBehaviour or ScriptableObject) are not.