Random Layout of tiles notworking in 2d game

Below is the code for a game i’m making for a school project, i have some issues with laying out a random amount of a blocking object which i named “Mountain”, most of the code is taken from the 2D rogue-like so im confused as to what the problem is, below is my code with comments highlighting the problem areas, and for the records the Set UP Scene function is being called with the proper parameters, it works there should be nothing wrong with that as it spawns the players bases and the actual game board itself, it’s randomly spawning the mountains(Similar to the walls in the rogue-like) at random positions that is dis-functional

Here is my code

using UnityEngine;
using System;
using System.Collections.Generic;
using Random = UnityEngine.Random;

public class BoardManager : MonoBehaviour {

[Serializable]
public class Count
{
	public int maximum;
	public int minimum;
	public Count(int min, int max)
	{
		int maximum = max ;
		int minimum = min;
	}
}

public int actions;
public int Health;
public int Range;
public int Movement;
public int SpawnCost;
public int Damage;	
public GameObject PlayerHQ;
public GameObject EnemyHQ;

public GameObject[] Mountain;
public GameObject[] Floortiles;
public GameObject[] PlayerUnits;
public GameObject[] EnemyUnits;
public int rows = Random.Range(50,500);
public int columns = Random.Range(50,500);

private Transform BoardHolder;
private List<Vector3> GridPositions = new List<Vector3>();

void CreateBoard()
{
	GridPositions.Clear ();
	for (int x = 1; x < columns - 1; x++) 
	{
		for (int y = 1; y < rows - 1;y++)
		{
			GridPositions.Add(new Vector3 (x,y,0f));
		}
	}

}
void setUpBoard()
{
	BoardHolder = new GameObject ("Board").transform;
	for (int x = - 1; x < columns + 1; x++) 
	{
		for (int y = -1; y < rows + 1 ;y++)
		{
			GameObject toInsantiate = Floortiles[Random.Range(0,Floortiles.Length)];
			if (x == -1 || x == columns || y == -1 || y == rows)
			{
				toInsantiate = Mountain[Random.Range(0,Mountain.Length)];
				
			}
			GameObject instance = Instantiate(toInsantiate, new Vector3(x,y,0f), Quaternion.identity) as GameObject;
			instance.transform.SetParent(BoardHolder);
		}
	}
	Instantiate(PlayerHQ, new Vector3 (columns - columns,rows - rows , 0f), Quaternion.identity);
	Instantiate(EnemyHQ, new Vector3(columns - 1 , rows - 1,0f), Quaternion.identity);

}
Vector3 RandomPosition()
{
	int randomIndex = Random.Range (0, GridPositions.Count);
	Vector3 randomPosition = GridPositions [randomIndex];
	GridPositions.RemoveAt (randomIndex);
	return randomPosition;
}
public GameObject LayOutRandom(GameObject[] tileArray,int minimum,int maximum)
{
	int objectCount = Random.Range (minimum, maximum);
	for (int i = 0; i < objectCount; i++) 
	{
		Vector3 randomPosition = RandomPosition();
		GameObject tileChoice = tileArray[Random.Range(0,tileArray.Length)];
		return tileChoice;
	}
}
public void setupScene(int level)
{

	setUpBoard ();
	CreateBoard ();
            //This is the problem code, this function does not spawn objects, and it's not a layering issue as the game objects themselves are not being spawned
	LayOutRandom(Mountain,10,25);

}

}

The method LayOutRandom() does not instantiate anything. It just returns a random prefab from the array ‘Mountain’ (which you pass into it). It also pulls a random position with RandomPosition() and then doesn’t do anything with it. You should call Instantiate to spawn the mountain and set its position to whatever RandomPosition() returns. And the method shouldn’t return a value unless you intend to do something with it, at least not before running the loop to its end.