Platformer crates(boxes) collision bug

Hi, I have problem with collision my character and crates, problem is when I jump on first crate I can do double jump, but when I touch the crate above the first crate I can do double jump again. I tried OnTriggerStay2D but it’s working same as OnTriggerEnter2D, the crated doesn’t have Rigidbody2D just BoxCollider2D, so I need to know how to jump just when I touch the top of the crates. You can see my level on image.

//Player
	public static int health;
	public float speed;
	public float climbSpeed;
	public float jumpForce;
	public float doubleJumpForce;
	public bool doubleJump;
	private float climbVelocity;
	public Rigidbody2D rb2;
	private bool isClimbing;
	//Teleport
	public Transform Teleport1;
	private bool teleported1;
	public Transform Teleport2;
	private bool teleported2;
	//UI
	public Text healthTxt;
	//Other
	private float gravityScaleSave;	
	//Ladders
	private bool ladder2Touch;
	//Ground
	public bool grounded;
	public BoxCollider2D floor1;
	public BoxCollider2D floor2;
	//Box
	public bool boxGround;
	//Keys
	private bool redKey;
	private bool blueKey;

	// Use this for initialization
	void Start () {
		healthTxt = GameObject.Find ("HealthShow").GetComponent<Text> ();
		health = 100;
		blueKey = false;
		gravityScaleSave = rb2.gravityScale;
		rb2 = GetComponent<Rigidbody2D> ();
		rb2.freezeRotation = true;


	}
	
	// Update is called once per frame
	void Update () {
		healthTxt.text = "Health: " + health;
		//move
		var move = new Vector3 (Input.GetAxis ("Horizontal"), 0, 0);
		transform.position += speed * move * Time.deltaTime;
		if (Input.GetKeyDown (KeyCode.W) && grounded == true && boxGround == false) {
			rb2.AddForce(Vector2.up * jumpForce,ForceMode2D.Impulse);
			doubleJump = true;
		}
		if (Input.GetKeyDown (KeyCode.W) && grounded == false && boxGround == false) {
			if(doubleJump == true){
			rb2.AddForce(Vector2.up * doubleJumpForce,ForceMode2D.Impulse);
				doubleJump = false;
			}
		}
		if (Input.GetKeyDown (KeyCode.W) && boxGround == true && grounded == false) {
			rb2.AddForce(Vector2.up * jumpForce,ForceMode2D.Impulse);
			doubleJump = true;
		}
		if (Input.GetKeyDown (KeyCode.W) && boxGround == false && grounded == false) {
			if(doubleJump == true){
				rb2.AddForce(Vector2.up * doubleJumpForce,ForceMode2D.Impulse);
				doubleJump = false;
			}
		}
		//climbing
		if (isClimbing == true) {
			if(ladder2Touch == true) {
			floor2.isTrigger = false;
			} else {
			floor2.isTrigger = true;
			}
			floor1.isTrigger = true;

			rb2.gravityScale = 0;
			climbVelocity = climbSpeed * Input.GetAxisRaw ("Vertical");
			rb2.velocity = new Vector2 (rb2.velocity.x, climbVelocity);
		} else {
			floor1.isTrigger = false;
			floor2.isTrigger = false;

			rb2.gravityScale = gravityScaleSave;
		}
	}

	public void OnTriggerEnter2D(Collider2D coll) {

		if (coll.gameObject.name == "Ladder1") {
			isClimbing = true;

		}
		if (coll.gameObject.name == "Ladder2") {
			isClimbing = true;
			ladder2Touch = true;	
			floor2.isTrigger = false;

		}
		if (coll.gameObject.name == "blueKey") {
			blueKey = true;
			Destroy(GameObject.Find("blueKey"));
		}
		if (coll.gameObject.name == "redKey") {
			redKey = true;
			Destroy(GameObject.Find("redKey"));
		}
		if (coll.gameObject.name == "spikes") {
			health -= 10;
		}
		if (coll.gameObject.name == "Teleport1") {
			StartCoroutine(Tel1(1F));
			if (teleported1 == false){
				transform.position = Teleport2.transform.position;
				teleported2 = true;
			}
			
		}
		if (coll.gameObject.name == "Teleport2") {
			StartCoroutine(Tel1(1F));
			if (teleported2 == false){
				transform.position = Teleport1.transform.position;
				teleported1 = true;
			}
			
		}

	}
	public void OnTriggerExit2D(Collider2D coll) {
		if (coll.gameObject.name == "Ladder1") {
			isClimbing = false;

		}
		if (coll.gameObject.name == "Ladder2") {
			isClimbing = false;
			ladder2Touch = false;
			floor2.isTrigger = false;

		}
		if (coll.gameObject.name == "Teleport1") {
			teleported1 = false;
			
		}
		if (coll.gameObject.name == "Teleport2") {
			teleported2 = false;
		}
	}
	public void OnCollisionStay2D(Collision2D coll) {
		if (coll.gameObject.tag== "Ground") {
			grounded = true;
			floor2.isTrigger = false;
			boxGround = false;
		}
		if (coll.gameObject.tag == "Box") {
			boxGround = true;
			grounded = false;
		}
	}
	public void OnCollisionEnter2D (Collision2D coll) {
		if (coll.gameObject.tag== "Ground") {
			grounded = true;
		}
		if(coll.gameObject.name == "blueGate") {
			if (blueKey == true) {
				Destroy(GameObject.Find("blueGate"));
			}
		}
		if(coll.gameObject.name == "redGate") {
			if (redKey == true) {
				Destroy(GameObject.Find("redGate"));
			}
		}

		

	}
	public void OnCollisionExit2D (Collision2D coll) {
		if (coll.gameObject.tag == "Ground") {
			grounded = false;
			boxGround = false;
		}
		if (coll.gameObject.tag == "Box") {
			boxGround = false;

		}
	}
	 IEnumerator Tel1(float time) {
		yield return new WaitForSeconds(time);
		teleported1 = false;
	}
	IEnumerator Tel2(float time) {
		yield return new WaitForSeconds(time);
		teleported2 = false;

	}

I would then start over, simple step by step.
Your code is very messy and confusing, it’s hard to understand.
You definitely use RayCasting for that kind of things. There’s some force that is being triggered but in the wrong place; it’s hard to find unless debugging.

If i were you i would get an asset that is made for this kind of things and work from there; a good one is this one, worth the price : Unity Asset Store - The Best Assets for Game Making

Sorry that I couldn’t help more. I wish I would, but maybe someone will.

Good luck !