breakable
Makes this block breakable. Higher hardness values increase the time required to break it, while requiresToolForDrops determines whether an appropriate tool is needed for drops.
The actual tool category / tool tier behavior is defined on the item-side via the tool component / tool behavior. The convention is to add your block to the appropriate <namespace>:mineable/<category> tag for the tool category, and to the appropriate <namespace>:needs_<tier>_tool tag for the tool tier. toolCategories and toolTier add the block to these corresponding tags automatically via tags, but you can also omit them here and add the tags manually. The vanilla sword and shears categories instead use the minecraft:sword_efficient and minecraft:shears_major_breaking_speed tags, respectively. The lowest vanilla harvest tiers, wood, wooden, and gold, do not create a needs_*_tool tag.
hitParticles and breakParticles are used while breaking entity-backed blocks that use barriers. Since all blocks can fall back to entity-backed models, these should still be set for state-backed blocks.
Independently, showBreakAnimation can be used to disable the breaking animation entirely.