How do I fix my Swiping Down Errors?

So essentially, when I swipe down more then once while sliding, my character will repeat the sound effect and the particles will go down further. Clearly my script needs revising. How do I make it so when swiping and in the sliding animation, my character can’t slide more then once? I dont have this problem for jumping/swiping up.

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

public class PlayerMotor : MonoBehaviour
{
    private const float LANE_DISTANCE = 2.0f;
    private const float TURN_SPEED = 0.05f;

    //
    private bool isRunning = false;
    public static bool invincible = false;
    public static bool shield = false;


    // Animation
    private Animator anim;

    // Movement
    private CharacterController controller;
    private float jumpForce = 7.0f;
    private float gravity = 12.0f;
    private float verticalVelocity;
    private int desiredLane = 1; // 0 = Left, 1 = Middle, 2 = Right

    // Speed Modifier
    private float originalSpeed = 8.5f;
    private float speed = 7.0f;
    public GameObject Player;
    public ParticleSystem MagnetParticles;
    public ParticleSystem MultiplyParticles;
    public float speedPowerupTime;
    public float PowerupDuration = 5;
    Vector3 temp = new Vector3(0f, -1, 0);

    private void Start()
    {
        speed = originalSpeed;
        controller = GetComponent<CharacterController>();
        anim = GetComponent<Animator>();
    }

    private void Update()
    {
        if (!isRunning)
            return;

        // Gather the inputs on which lane we should be in
        if (MobileInput.Instance.SwipeLeft)
            MoveLane(false);
        if (MobileInput.Instance.SwipeRight)
            MoveLane(true);

        // calculate where we should be in the future
        Vector3 targetPosition = transform.position.z * Vector3.forward;
        if (desiredLane == 0)
            targetPosition += Vector3.left * LANE_DISTANCE;
        else if (desiredLane == 2)
            targetPosition += Vector3.right * LANE_DISTANCE;

        // Lets calculate our move delta
        Vector3 moveVector = Vector3.zero;
        moveVector.x = (targetPosition - transform.position).normalized.x * speed;

        bool isGrounded = IsGrounded();
        anim.SetBool("Grounded", isGrounded);

        // Calculate Y
        if (isGrounded) // if Grounded
        {
            verticalVelocity = -0.1f;

            if (MobileInput.Instance.SwipeUp)
            {
                // Jump
                FindObjectOfType<AudioManager>().Play("Jump");
                anim.SetTrigger("Jump");
                verticalVelocity = jumpForce;
            }
            else if (MobileInput.Instance.SwipeDown)
            {
                // Slide
                FindObjectOfType<AudioManager>().Play("Slide");
                StartSliding();
                Invoke("StopSliding", 1.0f);
            }
        }
        else
        {
            verticalVelocity -= (gravity * Time.deltaTime);

            // Fast Falling Mechanic
            if (MobileInput.Instance.SwipeDown)
            {
                verticalVelocity = -jumpForce;
            }
        }

        moveVector.y = verticalVelocity;
        moveVector.z = speed;

        controller.Move(moveVector * Time.deltaTime);

        // Rotate the Character to Where She is Going
        Vector3 dir = controller.velocity;
        if (dir != Vector3.zero)
        {
            dir.y = 0;
            transform.forward = Vector3.Lerp(transform.forward, dir, 0.05f);
        }

    }

    public void SetSpeed(float modifier)
    {
        speed = 5 + modifier;
    }


    private void StartSliding()
    {
        anim.SetBool("Sliding", true);
        controller.height /= 2;
        controller.center = new Vector3(controller.center.x, controller.center.y / 2, controller.center.z);
        MagnetParticles.transform.position += temp;
        MultiplyParticles.transform.position += temp;
    }

    private void StopSliding()
    {
        anim.SetBool("Sliding", false);
        MagnetParticles.transform.position -= temp;
        MultiplyParticles.transform.position -= temp;
        controller.height *= 2;
        controller.center = new Vector3(controller.center.x, controller.center.y * 2, controller.center.z);
    }

    private void MoveLane(bool goingRight)
    {
        desiredLane += (goingRight) ? 1 : -1;
        desiredLane = Mathf.Clamp(desiredLane, 0, 2);
    }

    private bool IsGrounded()
    {
        Ray groundRay = new Ray(new Vector3(controller.bounds.center.x, (controller.bounds.center.y - controller.bounds.extents.y) + 0.2f, controller.bounds.center.z), Vector3.down);
        return Physics.Raycast(groundRay, 0.2f + 0.1f);
    }

    public void StartRunning()
    {
        isRunning = true;
        anim.SetTrigger("StartRunning");
    }

    private void Crash()
    {
        Player.GetComponent<CharacterController>().enabled = false;
        isRunning = false;
        GameManager.Instance.OnDeath();
        anim.SetTrigger("Death");
        speed = -1.0f;
    }

    private void OnControllerColliderHit(ControllerColliderHit hit)
    {
        if (hit.gameObject.tag == "Obstacle")
        {
            if (!invincible)
            {
                if (!shield)
                {
                    Crash();
                }
                else
                {
                    shield = false;
                    FindObjectOfType<PowerUpSpawner>().shield.GetComponent<Shield>().Disable();
                }
            }
            hit.collider.enabled = false;
        }
    }
}

You probably just want to check if the Player is already sliding or not, before running everything inside StartSliding()

I’m guessing that the Sliding bool is supposed to be false when the Player isn’t sliding, so maybe this?

  private void StartSliding()
     {
		if(anim.GetBool("Sliding")){
			return;
		}
         anim.SetBool("Sliding", true);
         controller.height /= 2;
         controller.center = new Vector3(controller.center.x, controller.center.y / 2, controller.center.z);
         MagnetParticles.transform.position += temp;
         MultiplyParticles.transform.position += temp;
     }