You can do it with an AnimationPlayer, but it's not very flexible, since you have to hand set the keyframes. Most likely you want to use a Tween. You can create a Tween that will control the Camera (it's just another node like anything else).
When the player walks over the trigger, the trigger should have an export variable to set the position (or list of points) that the camera should move to. You can either just input a Vector2, or create some sort of dummy node (which could be a Position2D) that you can place manually in the editor.
Then when the trigger happens you set the wait time of the Tween, and do what is called an interpolate property, which will move the camera. The code looks something like this:
var new_position = Vector2(123.0, 456.0) # get this from the trigger
your_tween.interpolate_property(camera_node, "position", camera_node.position, new_position, 3.0, Tween.TRANS_LINEAR, Tween.EASE_IN)
The last three parameters are the time it takes to move, and the interpolation speeds and easing.