Help me with 2D CrossPlatformInput joystick...

Hello dear friends
I am stuck a few days with jump function here is my idea:

I have a fully working joystick from unity asset working verry well but
i need to make a jump only once when Joystick is pressed or hold to UP.
When I holding the joystick arrow navigate to TOP then player stay flying TOP.
And here is my problem how to i can avoid to it? How set joystick only once jump then wait
a while before another jump how to prevent to holding UP Arrow on it? Here is my script which i trying but
iam stuck here… Thanks for anyone who read this a try help me Have a nice day script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

public class FloatingPlayer2DController : Photon.MonoBehaviour {

    public float moveForce=1,boostMultiplier=2;
    bool Grounded;

    void OnCollisionStay2D(Collision2D collider)
    {
        CheckIfGrounded ();
    }

    void OnCollisionExit2D(Collision2D collider)
    {
        Grounded = false;
    }

    private void CheckIfGrounded()
    {
        RaycastHit2D[] hits;

        //We raycast down 1 pixel from this position to check for a collider
        Vector2 positionToCheck = transform.position;
        hits = Physics2D.RaycastAll (positionToCheck, new Vector2 (0, -1), 0.01f);

        //if a collider was hit, we are grounded
        if (hits.Length > 0) {
            Grounded = true;
        }
    }


    Rigidbody2D myBody;
    // Use this for initialization
    void Start() {
        DontDestroyOnLoad(gameObject.transform);
        myBody = this.GetComponent<Rigidbody2D> ();
    }
   
    // Update is called once per frame
    void FixedUpdate() {
        if(photonView.isMine){
            Vector2 moveVec = new Vector2 (CrossPlatformInputManager.GetAxis("Horizontal"),CrossPlatformInputManager.GetAxis("Vertical"));
       
            if (CrossPlatformInputManager.GetAxis("Vertical")>0||Grounded) {
            //myBody.AddForce(moveVec);
                myBody.AddForce(Vector3.up *moveForce);
                return;
            } else {
                myBody.AddForce(moveVec);
            }



    }

    }
}

Any Ideas pleas?