destroy object by using line renderer

Wanted to ask that how to destroy an object by using line renderer.

every time i swipe to the object i spawn, the line just behind the object and when i set ontriggerenter to them, the object wont be destroy.

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

public class LineFollow : MonoBehaviour {

	int vertexcount;
	public bool mousedown = false;
	private LineRenderer line;

	// Use this for initialization
	void Start () {
		line = GetComponent<LineRenderer> ();
	}
	
	// Update is called once per frame
	void Update () {
		if (Input.GetMouseButtonDown (0)) {
			mousedown = true;
		}

		if (mousedown) {
			line.positionCount = vertexcount + 1;
			//line.SetVertexCount (vertexcount + 1);
			Vector3 mousepos = Camera.main.ScreenToWorldPoint(new Vector3 (Input.mousePosition.x, Input.mousePosition.y, 15f));
			line.SetPosition (vertexcount, mousepos);
			vertexcount++;
			BoxCollider collider = gameObject.AddComponent<BoxCollider> ();
			collider.transform.position = line.transform.position;
			collider.size = new Vector3 (0.2f, 0.2f);
		}
		if (Input.GetMouseButtonUp (0)) {
			vertexcount = 0;
			line.positionCount = 0;
			//line.SetVertexCount (0);
			mousedown = false;
			DestroyCollider ();
		}
	}

	private void DestroyCollider()
	{
		BoxCollider[] box = GameObject.FindObjectsOfType<BoxCollider> ();
		foreach (BoxCollider _box in box) {
			Destroy (_box);
		}
	}

	void OnTriggerEnter(Collider col)
	{
		if (col.tag == "mons") {
			Destroy (col.gameObject);
		}
	}
}

code updated, i add a collider inside the line renderer, but when i swipe to the object, nothing happen.

LineRenderer (or any renderer) is NOT a collider. It won’t ever send any messages related to physics.
If you want to detect a swipe as a physical object, I’d suggest using one or more raycasts (or sphere casts if you want your line to be ‘thicker’ physically).