The left most tile index (in tile coordinates) to use as the origin of the area.
The top most tile index (in tile coordinates) to use as the origin of the area.
How many tiles wide from the tileX index the area will be.
How many tiles tall from the tileY index the area will be.
The Tilemap Layer to act upon.
Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given layer. It will only randomize the tiles in that area, so if they're all the same nothing will appear to have changed! This method only modifies tile indexes and does not change collision information.