public JobHandle Update(SpriteAnimation filter, JobHandle inputDeps) { var clipSetFromEntity = m_system.GetBufferFromEntity <SpriteAnimationClipBufferElement <TProperty, TData> >(true); if (clipSetFromEntity.Exists(filter.ClipSetEntity) && clipSetFromEntity[filter.ClipSetEntity][filter.ClipIndex].Value.IsCreated) { inputDeps = new SpriteAnimationJobChunk { Filter = filter, SpriteAnimationTimeSpeedStateType = m_system.GetArchetypeChunkComponentType <SpriteAnimationTimeSpeedState>(true), SpriteAnimationPlayingStateType = m_system.GetArchetypeChunkComponentType <SpriteAnimationPlayingState>(false), PropertyType = m_system.GetArchetypeChunkComponentType <TProperty>(false), ClipSetFromEntity = clipSetFromEntity, LastSystemVersion = m_system.LastSystemVersion } }