Unity::il2cppArray<Unity::CComponent*>* m_pComponents = m_pObject->GetComponents("UnityEngine.Component");
Via pre-cached SystemType:
Unity:il2cppObject* m_pSystemType = nullptr;
void InitSystemTypes()
{
Unity::il2cppClass* m_pSystemTypeClass = IL2CPP::Class::Find("UnityEngine.Component");
m_pSystemType = IL2CPP::Class::GetSystemType(m_pSystemTypeClass);
}
Unity::il2cppArray<Unity::CComponent*>* m_pComponents = m_pObject->GetComponents(m_pSystemType);
for (uintptr_t u = 0U; m_pComponents->m_uMaxLength > u; ++u)
{
Unity::CComponent* m_pComponent = m_pComponents->m_pArray[u];
}