At End animation on animation player dosen´t work

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:bust_in_silhouette: Asked By Pelli

I have this code:

   if Velocity.y <  0:
	_jump()
            $Sprite/Chicken_fire= false
	$Sprite/Chicken_Idle_eo.visible = false
	$Sprite/Chicken_Profile.visible = false
	$Sprite/Chicken_jump.visible = true
	

if (velocity.length() > 0) and (is_on_floor()):
	_run()
            $Sprite/chicken_fire = false
	$Sprite/Chicken_Profile.visible = true
	$Sprite/Chicken_Idle_eo.visible = false
	$Sprite/Chicken_jump.visible = false
	
if (velocity.length() == 0) and is_on_floor():
	_idle()
            $Sprite/chicken_fire = false
	$Sprite/Chicken_Idle_eo.visible = true
	$Sprite/Chicken_Profile.visible = false
	$Sprite/Chicken_jump.visible = false
      
     if is_on_floor() and velocity.length() == 0 and Input.is_action_just_pressed("shift") :
	_shoot()
                $Sprite/chicken_fire = true
            $Sprite/Chicken_Idle_eo.visible = false
	    $Sprite/Chicken_Profile.visible = false
	    $Sprite/Chicken_jump.visible = false
		_fire()

func _idle():
state_machine.travel(“Idle”)

func _run():
state_machine.travel(“Run”)

func _jump():
state_machine.travel(“Jump”)

func _dead():
state_machine.travel(“Dead”)

func _fire():
state_machine.travel(“Fire”)

All the states work well, the only problem that I have is that when I have to go from “idle” to “fire” it´s goes very very fast again to “idle” so it´s overraiding, on animation tree I have the transition atEnd from “fire” to “idle” so it dosen´t work