Space Game - Click To Move and Mouse Look

Hello Everybody,

I use this script for my space game project.But i have a problem.I need your helps.

Problem : My ship always looking the mouse position.I dont want this.I want when im clickin mouse button 1 , my ship must rotate and go where im clicked , smootly.

Thanks.

public class PlayerMovement : MonoBehaviour
{

    
    public float movementSpeed;
    public GameObject camera;

    
    void Update()
    {

        
        Plane playerPlane = new Plane(Vector3.up, transform.position);
        Ray ray = UnityEngine.Camera.main.ScreenPointToRay(Input.mousePosition);
        float hitDist = 0.0f;

        if (playerPlane.Raycast(ray, out hitDist))
        {
            Vector3 targetPoint = ray.GetPoint(hitDist);
            Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
            targetRotation.x = 0;
            targetRotation.z = 0;
            transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 7f * Time.deltaTime);
        }

       
        if (Input.GetKey(KeyCode.Mouse0))
            transform.Translate(Vector3.forward * movementSpeed * Time.deltaTime);

    }

}

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public float movementSpeed;
    private new Camera camera;
    private Vector3 destination;
    private bool movingToDestination;

    private void Start()
    {
        camera = Camera.main;
    }

    void Update()
    {
        if (Input.GetKey(KeyCode.Mouse0))
        {
            Plane playerPlane = new Plane(Vector3.up, transform.position);
            Ray ray = camera.ScreenPointToRay(Input.mousePosition);
            float hitDist = 0.0f;

            if (playerPlane.Raycast(ray, out hitDist))
            {
                destination = ray.GetPoint(hitDist);
                destination.y = transform.position.y;
                movingToDestination = true;
            }
        }

        if( movingToDestination )
        {
            Quaternion targetRotation = Quaternion.LookRotation(destination - transform.position);
            transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 7f * Time.deltaTime);

            transform.Translate(Vector3.forward * movementSpeed * Time.deltaTime);
            movingToDestination = Vector3.SqrMagnitude(transform.position - destination) > 0.01f;
        }
    }
}