Here is something that looks close.
Please excuse my gummy model, The first picture uses the new Principled shader and the second image uses just a glass shader. If you use the glass shader make sure you use a Fresnel and glossy node mixed in.
Use the Principled shader with transmission to 1 for glass.
In the base color slot connect a color ramp with "constant" selected and choose any colors you would like (this is optional). Also You will need to change from the Constant to something else for the Gummy Worm, so it has a nice fall off.
3.Add the Object Info node so the computer randomly picks a color.
4.Pick any rough looking texture and plug in into a Color Ramp node (so you can control how much you want by sliding the flags). Make sure on the texture image you set it to Non Color Data and either unwrap your model or connect the other two mapping nodes so Blender knows where to put the grunge texture.
Just use a texture to have clear and "foggy" sections of the model, and plug it into the roughness socket.
I didn't do it here, but you can grab another texture with divits in it and plug that into the normal socket to add more realism.
This is the grunge texture I used.