Increased strafe speed\

I’m making a parkour fps and want to add increased movement speed when strafing(moving diagonally with WA or WD)

heres my movement code so far

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

public class PlayerController : MonoBehaviour
{
    [SerializeField] GameObject cameraHolder;
    [SerializeField] GameObject player;
    [SerializeField] GameObject crouchGFX;
    [SerializeField] GameObject playerGFX;

    [SerializeField] float jumpForce, mouseSensitivity, smoothTime;

    [SerializeField]
    float walkSpeed;


    const float startWalkSpeed = 5;

    float verticalLookRotation;

    bool grounded;
    bool canJump;

    Vector3 smoothMoveVelocity;
    Vector3 moveAmount;
    Vector3 offset = new Vector3(0, 0.2f, 0);

    Vector3 playerPos;


    Rigidbody rb;

    void Awake()
    {
	playerPos = player.transform.position;

	walkSpeed = startWalkSpeed;

	Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;

	canJump = true;

	rb = GetComponent<Rigidbody>();

    }

    void Update()
    {
	Move();
   	Jump();
	Look();
	Crouch();


    }

    void Move()
    {
	Vector3 moveDir = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized;

	moveAmount = Vector3.SmoothDamp(moveAmount, moveDir * walkSpeed, ref smoothMoveVelocity, smoothTime);



    }

    void Jump()
    {
	if(Input.GetKeyDown(KeyCode.Space) && grounded && canJump)
	{
	    rb.AddForce(transform.up * jumpForce);
	}
    }

    void Look()
    {
	transform.Rotate(Vector3.up * Input.GetAxisRaw("Mouse X") * mouseSensitivity);

	verticalLookRotation += Input.GetAxisRaw("Mouse Y") * mouseSensitivity;
	verticalLookRotation = Mathf.Clamp(verticalLookRotation, -75f, 75f);

	cameraHolder.transform.localEulerAngles = Vector3.left * verticalLookRotation;
    }

    void Crouch()
    {
	if(Input.GetKey(KeyCode.LeftShift))
	{
	    playerGFX.SetActive(false);
	    crouchGFX.SetActive(true);
	    canJump = false;

	    cameraHolder.transform.position = new Vector3(player.transform.position.x, player.transform.position.y + 0.25f, player.transform.position.z);

	    walkSpeed = startWalkSpeed/2;
	}
	else
	{
	    playerGFX.SetActive(true);
	    crouchGFX.SetActive(false);
	    canJump = true;
	    walkSpeed = startWalkSpeed;

	    cameraHolder.transform.position = new Vector3(player.transform.position.x, player.transform.position.y + 0.75f, player.transform.position.z);
	}
    }


    void FixedUpdate()
    {
	rb.MovePosition(rb.position + transform.TransformDirection(moveAmount) * Time.fixedDeltaTime);
    }

    public void SetGroundedState(bool _grounded)
    {
	grounded = _grounded;
    }

    void OnTriggerEnter(Collider other)
    {
	if(other.gameObject.CompareTag("Lava"))
	{
	    Die();
	}
	else
	{
	    return;
	}
    }

    void Die()
    {
	SceneManager.LoadScene("Level01");
    }
}

how can i manipulate this code to add more speed when strafing?

Try using the && operator to give two arguments to the if statement.

If (Input.GetKey("w") && Input.GetKey("a")) { 
walkSpeed = someNumber; 
}