but it only checks for "Animation Name"
I'm trying to do is On any key pressed play "this" animation. but what if we pressing key continuously. So i want to add another condition When "this" animation is not playing.
Animation name is testing if that animation is playing at that moment, and if you invert/negate the event after creating it, then it tests for the reverse, IE "is this animation NOT playing".
For example, you want pressing a button to trigger a punch animation:
upon button pressed
Is player animation "punch" (NEGATED)
Then play the punch animation.
This is the basics, BUT for complex characters you likely want to learn how to use a variable as a simple 'state machine'. I always create a variable called "stuck in move", and treat a value of zero to mean they are not stuck in a move, and 1 to mean they are stuck in a move.
Then I set stuck in move to 1 whenever I trigger a special animation like punch, and then have an event that turns "stuck in move" back to zero when those animations finish. Otherwise you are going to end up needing to check if lots of different animations are not playing all over your 'code'.