How to disable an array of projectors

So I have difficulties in understanding how does all the array things work. I am trying to disable a bunch of projectors with the same tag whenever I click the mouse. The code that I used gives me this error: ‘enabled’ is not a member of ‘UnityEngine.Projector’. Any help would be appreciated.

Here is the code

private var allProj : Projector[];
private var buildingProjections : GameObject[];

function Start () {
buildingProjections = GameObject.FindGameObjectsWithTag("BuildingProjections");

for(var i : int = 0; i < buildingProjections.Length; i++)
allProj _= buildingProjections*.GetComponent(Projector);*_

}

function Update () {
* if (Input.GetButtonDown(“Shoot”))*
* {*
* for(var go : Projector in allProj)*
{
* allProj.enabled = false;*
* }*
* }*
}
I tried changing this line:
* for(var go : Projector in allProj)*
{
* allProj.enabled = false;*
* }*
to this:
* for(var i : int = 0; i < allProj.Length; i++){*
_ allProj*.enabled = false;
}*
but then it just gave me an error when I clicked the mouse._

The original problem is that it should have been written like this:

for(var go : Projector in allProj)
{
    go.enabled = false;
}

It’s also possible that your array has null entries in it, maybe that’s the cause of the issue in the last block. In that case you can try this:

for(var go : Projector in allProj)
{
    if(go)
    {
        go.enabled = false;
    }
}

I think your problem comes from the fact you are not initializing your Projector array.

private var allProj : Projector[];

this is just a pointer meant to be used with an array of projector but you still need to tell how big this should be.

private var allProj : Projector[];
private var buildingProjections : GameObject[];
 
function Start () {
// Here the array is created inside the method and the pointer is pointing at that array
buildingProjections = GameObject.FindGameObjectsWithTag("BuildingProjections");

// Here you need to tell how many spots your array should have:
allProj = new Projector[buildingProjections.Length];
for(var i : int = 0; i < buildingProjections.Length; i++)
   allProj _= buildingProjections*.GetComponent(Projector);*_

}