Disabling unknown script components in Unity 5

I have this hacked together in Unity 4, but I run into a bit of a problem in Unity 5…

I basiclly run through all objects in my scene and disable select components - whatever script I have dragged into my custom inspector. Now I have this working in Unity 4 because of deprecated methods/functions and was wondering how to upgrade this over to Unity 5.

 for (int zz = 0; zz < allObjects.Length; zz++)
                {
                    var a = allObjects[zz].GetComponents(typeof(Component));

                    foreach (Component j in a)
                    {

                        if (j.GetType() == script.GetClass())
                        {
                            Debug.Log("You have " + j.name + "on component");
                            j.active  = false;
                        }
                    }

                }

Like I said, I kind of hacked it together. j.active = false; is no longer is a useable solution. Any idea’s anyone? Oh and the script is typeof(MonoScript)… so I can grab any script… Also as someone mentioned before - Component class by default does NOT have an enabled variable so how else can I disable a component? How does Unity do it? Surely there is someway this can be done.

! Edit should be j.active = false;

Ah. Nevermind I figured it out. I’ll leave the answer so anyone else can benefit from this. :wink:

(zz[objNum].GetComponent(j.GetType()) as MonoBehaviour).enabled = false;

Someone else can delete this post if they choose, I know it’s bad taste to accept my own answers…