How Do I Make An Object Move In A Set Direction Continuously?

I am moving a player object around an arena with mouse clicks, but the object stops when it gets to the position the mouse was clicked at. How can I make it continue moving even after that? What I am looking for is a “move in the direction of X position” Here’s my code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EzrealCode : MonoBehaviour
{
    [SerializeField] float heartPoints = 6.00f;
    [SerializeField] float manaPoints = 8.00f;

    [SerializeField] float speed = 5f;

    Vector2 lastClickedPos;
    bool moving;

    private void Update()
    {
        

        if (Input.GetMouseButtonDown(0))
        {
            lastClickedPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            moving = true;
        }

        if (moving && (Vector2)transform.position != lastClickedPos)
        {
            float step = speed * Time.deltaTime;
            transform.position = Vector2.MoveTowards(transform.position, lastClickedPos, step);
        }

        else
        {
            moving = false;
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EzrealCode : MonoBehaviour
{
    [SerializeField] float heartPoints = 6.00f;
    [SerializeField] float manaPoints = 8.00f;

    [SerializeField] float speed = 5f;

    Vector2 lastClickedPos;
    Vector2 moveDirection;
    bool moving;

    private void Update()
    {
        

        if (Input.GetMouseButtonDown(0))
        {
            lastClickedPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            moveDirection = lastClickedPos - (Vector2) transform.position;
            moving = true;
        }

        if (moving && (Vector2)transform.position != lastClickedPos)
        {
            float step = speed * Time.deltaTime;
            transform.position += (Vector3) moveDirection.normalized * step;
        }

        else
        {
            moving = false;
        }
    }
}