private void DamageBlock(Vector3 pos, float damage) { if (!blockDamages.ContainsKey(pos)) { blockDamages.Add(pos, 0); } blockDamages[pos] += damage; float blockResistance = Blocks.GetResistance(world.BlockAt((int)pos.x, (int)pos.y, (int)pos.z)); if (blockResistance != -1 && blockDamages[pos] >= blockResistance) { _playerInfo.AddBlockToInv(world.BlockAt((int)pos.x, (int)pos.y, (int)pos.z)); ChangeBlockAt(pos, Air.ID); } _breakParticleSystem.transform.position = pos + new Vector3(.5f, 0, .5f); }