Reset public float to original value after reaching cursor

Hello, I’m new to this and was wondering how I could reset my moveSpeed to its original value after reaching the cursor. For example the sprite follows the cursor at .1 speed then speeds up to .5 when I click but then slows down to .1 after reaching the cursor.

using UnityEngine;

public class MouseFollow : MonoBehaviour 
{
	Vector3 mousePosition;
	public float moveSpeed = 0.1f;
	Rigidbody2D rb;
	Vector2 position = new Vector2(0f, 0f);
	
	private void Start()
	{
		rb = GetComponent<Rigidbody2D>();
	}
	
	private void Update()
	{
		mousePosition = Input.mousePosition;
		mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
		position = Vector2.Lerp(transform.position, mousePosition, moveSpeed);

        Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        mousePos.z = 10f;

        if(Input.GetMouseButtonDown(0))
        {
            moveSpeed = .5f;
        }
	}
	
	private void FixedUpdate()
	{
		rb.MovePosition(position);
	}
}

You can set a condition so that when the sprite is close enough to the cursor, its speed becomes 0.1f:

if (Vector3.Distance (transform.position, mousePosition) <= 0.2f)
{
    moveSpeed = .1f;
}

In this example, the distance should become less than or equal to 0.2 units (taking into account the z coordinate).

(Note: for the Lerp and MoveTowards functions to work the same on all devices (i.e. regardless of the number of frames per second), the third parameter should be multiplied by Time.deltaTime or Time.fixedDeltaTime when used in Update() or FixedUpdate(), respectively).