private float GetHorizontalVelocityAbs(float x, float y) { if (y == 0) { return(rb.GlobalGravity() * x / 2 / jumpUpVelocity); } return((jumpUpVelocity - Mathf.Sqrt(jumpUpVelocity * jumpUpVelocity + 2 * y * (-rb.GlobalGravity()))) / 2 / y * x); }