Check out example codes for "unity copy component to other gameobject runtime". It will help you in understanding the concepts better.

Code Example 1

public static T GetCopyOf<T>(this Component comp, T other) where T : Component
     Type type = comp.GetType();
     if (type != other.GetType()) return null; // type mis-match
     BindingFlags flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Default | BindingFlags.DeclaredOnly;
     PropertyInfo[] pinfos = type.GetProperties(flags);
     foreach (var pinfo in pinfos) {
         if (pinfo.CanWrite) {
             try {
                 pinfo.SetValue(comp, pinfo.GetValue(other, null), null);
             catch { } // In case of NotImplementedException being thrown. For some reason specifying that exception didn't seem to catch it, so I didn't catch anything specific.
     FieldInfo[] finfos = type.GetFields(flags);
     foreach (var finfo in finfos) {
         finfo.SetValue(comp, finfo.GetValue(other));
     return comp as T;

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