How to make enemy jump hang in air

Godot Version

<stabel4.2>

Question

<Im making 2d enemy jump and land on player position. Right now, with my code, enemy can successfully jump and land on player position. However, when I added hang time, enemy’s landing position is misaligned. I would appreciate if you could help me solve the problem.

States.JUMP:
			if state != States.JUMP:
				return
			if jump_state:
				$AnimationPlayer.play("jump")
				calculate_velocity()
				jump_state = false
			if !is_on_floor():
				if velocity.y > 0 and velocity.y < 5:
					hang_time -= delta
					if hang_time <= 0:
						velocity.y = min(velocity.y, 0)
				else:
					velocity.y += gravity * delta
				move_and_slide()

func calculate_velocity():
	print("JUMP")
	var target_position = player.global_position
	var start_position = self.global_position
	var distance_x = target_position.x - start_position.x
	var distance_y = target_position.y - start_position.y

	var total_distance = sqrt(distance_x * distance_x + distance_y * distance_y)
	if total_distance > max_distance:
		
		var new_target_pos = max_distance / total_distance
		distance_x *= new_target_pos
		distance_y *= new_target_pos

	var velocity_x = distance_x / time_to_reach
	var velocity_y = (distance_y - 0.5 * gravity * time_to_reach * time_to_reach) / time_to_reach
	velocity = Vector2(velocity_x, velocity_y)

Hi!
I would expect that reducing velocity to 0 has a effect on the physics calculation.
What about saving before and resetting the state after the hang time?